Gaming Machine Which Displays Effect According to Execution Timing of Special Game and Playing Method Thereof

ABSTRACT

In the gaming machine  1,  concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a JP chance which qualifies a player to join a JP game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. In accordance with a result of the chance game, there is determined whether a JP chance is awarded. When a JP chance is awarded, the number of awarded JP chances is stored in the JP chance memory in association with a timing of awarding the JP chance specified by the timer. A timing to run a JP game is determined in accordance with the timing to award the JP chance. An image based on the timing to run the JP game is displayed on the shared display  203.  At the timing to run the JP game, the JP game is run in which a player participates by consuming the JP chance stored in the JP chance memory. A payout is determined according to a result of the JP game. The determined payout of the JP game is awarded.

CROSS REFERENCE TO RELATED APPLICATION

The present application claims priority from Provisional PatentApplication No. 61/038,532, which was filed on Mar. 21, 2008, thedisclosure of which is herein incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine and a playing methodthereof.

2. Description of Related Art

A known gaming machine includes gaming terminals, terminal controllerswhich are provided in the respective gaming terminals and each of whichcauses the associated gaming terminal to run a game, and a centercontroller which controls the terminal controllers. Such a known gamingmachine is, for example, disclosed in the specifications of U.S. Pat.No. 5,820,459, U.S. Pat. No. 4,283,709, and U.S. Pat. No. 6,003,013.Each terminal controller independently runs a game for each gamingterminal and is configured to award a payout according to a result ofthe game. The center controller provides various types of jackpot suchas progressive jackpot and mystery jackpot.

An object of the present invention is to provide a gaming machine havingan entertainment characteristic unexpected from the aforesaid knownmachine, and a playing method of the gaming machine.

It is another object of the present invention to provide a gamingmachine and a playing method thereof, each realizing a new gamingcharacteristic by qualifying a player to join a special game through achance game run at the same time a base game is run.

SUMMARY OF THE INVENTION

A gaming machine of the present invention comprises: a base gameoffering a chance of winning a payout according to a predeterminedcombination; a special game offering a chance of winning a higher payoutthan the base game; a chance game offering a chance of obtaining achance flag which qualifies a player to join the special game; a timerwhich specifies a timing at which a chance flag is awarded; a chanceflag memory which stores the number of awarded chance flags inassociation with the timing; a display which displays an image based onthe chance flag and the timing; and a controller which is programmed toperform the steps of:

(a1) running the base game and the chance game at the same time; (a2)determining and awarding a payout according to a result of the basegame; (a3) determining whether to award a chance flag according to aresult of the chance game; (a4) if the chance flag is awarded, storingthe number of awarded chance flags in the chance flag memory, inassociation with a timing at which the chance flag is awarded, which isspecified by the timer; (a5) determining a timing to run the specialgame based on the timing at which the chance flag is awarded; (a6)displaying on the display an image based on the timing to run thespecial game; (a7) at the timing to run the special game, running thespecial game in which the player participates by consuming the chanceflag stored in the chance flag memory; (a8) determining a payoutaccording to a result of the special game; and (a9) awarding thedetermined payout of the special game.

In this arrangement, concurrently run are a base game offering a chanceof winning a payout according to a predetermined combination and achance game offering a chance of obtaining a chance flag which qualifiesa player to join a special game offering a chance of winning a higherpayout than the base game. A payout is determined according to a resultof the base game and is awarded. In accordance with a result of thechance game, there is determined whether or not a chance flag isawarded. When a chance flag is awarded, the number of awarded chanceflags is stored in the chance flag memory, in association with a timingof awarding the chance flag specified by the timer. Based on the timingto award the chance flag, a timing to run the special game isdetermined. An image based on the timing to run the special game isdisplayed on the display. At the timing to run the special game, thespecial game is run in which a player participates by consuming thechance flag stored in the chance flag memory. A payout is determinedaccording to a result of the special game. The determined payout of thespecial game is awarded.

With this, an image based on a timing to run a special game is displayedon the display, and hence a player is able to grasp a timing of aspecial game which is configured to award a higher payout than a basegame. As a result, a new entertainment characteristic is provided to aplayer and a player is motivated to continue a game thanks to decreasedstress on him/her.

A gaming machine of the present invention comprises: a base gameoffering a chance of winning a payout according to a predeterminedcombination; a special game offering a chance of winning a higher payoutthan the base game; a chance game offering a chance of obtaining achance flag which qualifies a player to join the special game; a timerwhich specifies a timing at which a chance flag is awarded; a chanceflag memory which stores the number of awarded chance flags inassociation with the timing; a display which displays an image based onthe chance flag and the timing; and a controller which is programmed toperform the steps of:

(b1) running the base game and the chance game at the same time; (b2)determining and awarding a payout according to a result of the basegame; (b3) determining whether to award a chance flag according to aresult of the chance game; (b4) if the chance flag is awarded, storingthe number of awarded chance flags in the chance flag memory, inassociation with a timing at which the chance flag is awarded, which isspecified by the timer; (b5) determining a timing to run the specialgame based on the timing at which the chance flag is awarded; (b6)displaying on the display a line image arranged in a predetermined areaand a pointer image which is arranged at a part corresponding to thetiming to run the special game and which moves toward the line image;(b7) in accordance with a timing at which the pointer image reaches theline image, running the special game in which the player participates byconsuming the chance flag stored in the chance flag memory; (b8)determining a payout according to a result of the special game; and (b9)awarding the determined payout of the special game.

In this arrangement, concurrently run are a base game offering a chanceof winning a payout according to a predetermined combination and achance game offering a chance of obtaining a chance flag which qualifiesa player to join a special game offering a chance of winning a higherpayout than the base game. A payout is determined according to a resultof the base game and is awarded. In accordance with a result of thechance game, there is determined whether or not a chance flag isawarded. When a chance flag is awarded, the number of awarded chanceflags is stored in the chance flag memory, in association with a timingof awarding the chance flag specified by the timer. Based on a timing atwhich the chance flag is awarded, a timing to run a special game isdetermined.

Displayed on the display are a line image arranged in a predeterminedarea and a pointer image which is arranged at a part corresponding tothe timing to run the special game and which moves toward the line image

In accordance with a timing at which a pointer image reaches the lineimage, the special game is run in which a player participates byconsuming the chance flag stored in the chance flag memory. A payout isdetermined according to a result of the special game. The determinedpayout of the special game is awarded.

With this, a timing of running a special game is displayed as a pointerimage on the display, and a line image and the pointer image allow aplayer to visually and easily grasp a timing of a special game offeringa chance of obtaining a higher payout than a base game. As a result, anew entertainment characteristic is provided to a player and a player ismotivated to continue a game thanks to decreased stress on him/her.

A gaming machine of the present invention comprises: gaming terminalseach capable of independently running a game; a base game offering achance of winning a payout according to a predetermined combination; aspecial game offering a chance of winning a higher payout than the basegame, in which game the gaming terminals participate in turn; a chancegame offering a chance of obtaining a chance flag which qualifies aplayer to join the special game; a timer which specifies a timing atwhich the chance flag is awarded; a chance flag memory which stores thenumber of awarded chance flags in association with the timing; a displaywhich displays an image based on the chance flag and the timing; and acontroller which is programmed to perform the steps of:

(c1) running the base game and the chance game at the same time in eachof the gaming terminals; (c2) determining and awarding a payoutaccording to a result of the base game; (c3) determining whether toaward a chance flag according to a result of the chance game; (c4) ifthe chance flag is awarded, storing the number of awarded chance flagsin the chance flag memory for each of the gaming terminals, inassociation with a timing at which the chance flag is awarded, which isspecified by the timer; (c5) determining the order in which the gamingterminals participate in the special game, based on the timing at whichthe chance flag is awarded; (c6) displaying on the display an imagebased on the order in which the gaming terminals participate in thespecial game (c7) based on the order of participation in the specialgame, running the special game in which the player participates byconsuming the chance flag stored in the chance flag memory; (c8)determining a payout according to a result of the special game; and (c9)awarding the determined payout of the special game.

In this arrangement, concurrently run in each of the gaming terminalsare a base game offering a chance of winning a payout according to apredetermined combination and a chance game offering a chance ofobtaining a chance flag which qualifies a player to join a special gameoffering a chance of winning a higher payout than the base game. Apayout is determined according to a result of the base game and isawarded. In accordance with a result of the chance game, there isdetermined whether or not a chance flag is awarded. When a chance flagis awarded, the number of awarded chance flags is stored in the chanceflag memory for each gaming terminal, in association with a timing ofawarding the chance flag specified by the timer. Based on a timing toaward the chance flag, the order in which gaming terminals participatein the special game is determined. An image based on the order in whichthe gaming terminals participate in the special game is displayed on thedisplay. In accordance with the order of participation in the specialgame, the special game is run in which a player participates byconsuming the chance flag stored in the chance flag memory. A payout isdetermined according to a result of the special game The determinedpayout of the special game is awarded.

With this, the order in which gaming terminals participate in a specialgame is displayed on the display. This enables a player to visually andeasily grasp when the gaming terminal at which the player is playingparticipates in a special game which offers a chance of obtaining ahigher payout than a base game. As a result, a new entertainmentcharacteristic is provided to a player and a player is motivated tocontinue a game thanks to decreased stress on him/her.

A gaming machine of the present invention comprises: gaming terminalseach capable of independently running a game; a base game offering achance of winning a payout according to a predetermined combination; aspecial game offering a chance of winning a higher payout than the basegame, in which game the gaming terminals participate in turn; a chancegame offering a chance of obtaining a chance flag which qualifies aplayer to join the special game; a timer which specifies a timing atwhich the chance flag is awarded; a chance flag memory which stores thenumber of awarded chance flags in association with the timing; a displaywhich displays an image based on the chance flag and the timing; and acontroller which is programmed to perform the steps of:

(d1) running the base game and the chance game at the same time in eachof the gaming terminals; (d2) determining and awarding a payoutaccording to a result of the base game; (d3) determining whether toaward a chance flag according to a result of the chance game; (d4) ifthe chance flag is awarded, storing the number of awarded chance flagsin the chance flag memory for each of the gaming terminals, inassociation with a timing at which the chance flag is awarded, which isspecified by the timer; (d5) determining the order in which the gamingterminals participate in the special game, based on the timing at whichthe chance flag is awarded; (d6) displaying on the display a line imagearranged in a predetermined area and pointer images which indicate therespective gaming terminals, are arranged in accordance with the orderof participation in the special game, and move toward the line image;(d7) in accordance with a timing at which one of the pointer imagesreaches the line image, running the special game in which the playerparticipates by consuming the chance flag stored in the chance flagmemory; (d8) determining a payout according to a result of the specialgame; and (d9) awarding the determined payout of the special game.

In this arrangement, concurrently run in each of the gaming terminalsare a base game offering a chance of winning a payout according to apredetermined combination and a chance game offering a chance ofobtaining a chance flag which qualifies a player to join a special gameoffering a chance of winning a higher payout than the base game. Apayout is determined according to a result of the base game and isawarded. In accordance with a result of the chance game, there isdetermined whether or not a chance flag is awarded. When a chance flagis awarded, the number of awarded chance flags is stored in the chanceflag memory for each gaming terminal, in association with a timing ofawarding the chance flag specified by the timer. Based on the timing atwhich the chance flag is awarded, the order in which the gamingterminals participate in the special game is determined. Displayed onthe display are a line image arranged in a predetermined area andpointer images which indicate the respective gaming terminals, arearranged in accordance with the order of participation in the specialgame, and move toward the line image. In accordance with a timing atwhich a pointer image reaches the line image, the special game is run inwhich a player participates by consuming the chance flag stored in thechance flag memory. A payout is determined according to a result of thespecial game. The determined payout of the special game is awarded.

With this, the order in which gaming terminals participate in a specialgame is displayed on the display. This enables a player to visually andeasily grasp when the gaming terminal at which the player is playingparticipates in a special game which offers a chance of obtaining ahigher payout than a base game, by means of a line image and a pointerimage. As a result, a new entertainment characteristic is provided to aplayer and a player is motivated to continue a game thanks to decreasedstress on him/her.

A method of playing a gaming machine of the present invention, whichgaming machine comprises: a base game offering a chance of winning apayout according to a predetermined combination; a special game offeringa chance of winning a higher payout than the base game; a chance gameoffering a chance of obtaining a chance flag which qualifies a player tojoin the bonus game; a timer which specifies a timing at which thechance flag is awarded; and a chance flag memory which stores the numberof awarded chance flags, comprises the steps of: (e1) running the basegame and the chance game at the same time; (e2) determining and awardinga payout according to a result of the base game; (e3) determiningwhether to award a chance flag according to a result of the chance game;(e4) if the chance flag is awarded, storing the number of awarded chanceflags in the chance flag memory, in association with a timing at whichthe chance flag is awarded, which is specified by the timer; (e5) basedon the timing at which the chance flag is awarded, determining a timingto run the special game; (e6) displaying on the display an image basedon the timing to run the special game; (e7) at the timing to run thespecial game, running the special game in which a player participates byconsuming the chance flag stored in the chance flag memory; (e8)determining a payout according to a result of the special game; and (e9)awarding the determined payout of the special game.

In this arrangement, concurrently run are a base game offering a chanceof winning a payout according to a predetermined combination and achance game offering a chance of obtaining a chance flag which qualifiesa player to join a special game offering a chance of winning a higherpayout than the base game. A payout is determined according to a resultof the base game and is awarded. In accordance with a result of thechance game, there is determined whether or not a chance flag isawarded. When a chance flag is awarded, the number of awarded chanceflags is stored in the chance flag memory, in association with a timingof awarding the chance flag specified by the timer. Based on a timing atwhich the chance flag is awarded, a timing to run a special game isdetermined. An image based on the timing to run the special game isdisplayed on the display. At the timing to run the special game, thespecial game is run in which a player participates by consuming thechance flag stored in the chance flag memory. A payout is determinedaccording to a result of the special game. The determined payout of thespecial game is awarded.

With this, an image based on a timing to run a special game is displayedon the display, and hence a player is able to grasp a timing of aspecial game which is configured to award a higher payout than a basegame. As a result, a new entertainment characteristic is provided to aplayer and a player is motivated to continue a game thanks to decreasedstress on him/her.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a gaming machine and a playing method thereof,according to the present invention.

FIG. 2 is a block diagram of the gaming machine.

FIG. 3 is an explanatory diagram showing a display state of a lowerimage display panel.

FIG. 4 is an explanatory diagram of a gaming terminal showing a displaystate of the lower image display panel.

FIG. 5 is an explanatory diagram showing a display state of the lowerimage display panel.

FIG. 6 is an explanatory diagram showing display states of a shareddisplay.

FIG. 7 illustrates symbols and code numbers of the respective symbols.

FIG. 8 is a perspective view illustrating an external appearance of thegaming machine.

FIG. 9 is a perspective view illustrating an external appearance of agaming terminal.

FIG. 10 is a block diagram illustrating an electrical structure of thegaming terminal.

FIG. 11 is a block diagram showing an electrical structure of a centercontrol unit.

FIG. 12 shows a JP chance data table.

FIG. 13 is a flowchart illustrating a boot process of the gamingmachine.

FIG. 14 is a flowchart illustrating an initial process of the gamingmachine.

FIG. 15 is a flowchart illustrating a game running process executed bythe gaming machine.

FIG. 16 is a flowchart illustrating a progressive add process executedby the gaming machine.

FIG. 17 is a flowchart illustrating a JP chance add process executed bythe gaming machine.

FIG. 18 is a flowchart illustrating a JP game running process executedby the gaming machine.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following describes an embodiment of a gaming machine and a playingmethod thereof according to the present invention.

As illustrated in FIG. 1, the gaming machine is structured in such a waythat an image according to a timing at which a JP game which is aspecial game is run is displayable on a display.

More specifically, the gaming machine includes: a base game configuredto award a payout according to a predetermined combination; a JP gameconfigured to award a larger payout than the base game; a chance gameconfigured to provide a JP chance qualifying a player to join the JPgame; a timer which specifies a timing at which a JP chance is awarded;a JP chance memory which stores the number of awarded JP chances inassociation with the timings; a display which displays an image based ona JP chance and a timing; and a controller programmed to operate asdescribed in the following (a1) through (a9) A step (a1) is configuredto concurrently run a base game and a chance game. A step (a2) isconfigured to determine and award a payout according to a result of thebase game. A step (a3) is configured to determine whether to award a JPchance based on a result of the chance game. A step (a4) is configuredto store, when a JP chance is awarded, the number of awarded JP chancesin the JP chance memory, in association with a timing of awarding the JPchance specified by the timer. A step (a5) is configured to determine atiming to run a JP game, based on the timing of awarding the JP chance.A step (a6) is configured to display on the display an image based onthe timing to run the JP game. A step (a7) is configured to execute, atthe timing to run the JP game, a JP game which requires a player toconsume a JP chance stored in the JP chance memory to participate in thegame. A step (a8) is configured to determine a payout according to aresult of the JP game. A step (a9) is configured to award the determinedpayout of the JP game.

That is to say, a gaming machine executes a playing method including thesteps of: running a base game and a chance game at the same time;determining and awarding a payout according to a result of the basegame; determining whether to award a JP chance, based on a result of thechance game; if a JP chance is awarded, storing in the JP chance memorythe number of awarded JP chances, in association with a timing at whichthe JP chance is awarded, specified by the timer; determining a timingto run a JP game according to the timing to award the JP chance;displaying on the display an image according to the timing to run the JPgame; running, at the timing to run the JP game, a JP game in which aplayer participates by consuming a JP chance stored in the JP chancememory; and awarding the thus determined payout of the JP game.

With this, the player is able to grasp when a JP game offering a higherpayout than a base game is run, because an image based on the timing torun the JP game is displayed on the display. As a result, a newentertainment characteristic is provided to a player and a player ismotivated to continue a game thanks to decreased stress on him/her.

A gaming machine 1 of the present embodiment includes gaming terminals10. A player is able to play a base game and a chance game at eachgaming terminal 10. A player is also allowed to participate in a JP gamewhich is concurrently run at all of the gaming terminals 10. The gamingmachine may be a multiplayer type as in this embodiment or asingle-player type. Also, the gaming machine may be structured such thatgaming machines such as slot machines, each of which presupposes anindependent player, are connected to be able to exchange data, so as toform a multiplayer gaming machine as a whole.

Examples of the display of the present invention include a liquidcrystal display device, a CRT (cathode-ray tube) device, a plasmadisplay device, and an organic EL (Organic Electro-Luminescence) displaydevice. As for the display, each gaming machine may have a singledisplay or plural displays. In case of multiplayer type, each slotmachine may be provided with a display, or a large display shared by allgaming machines may be provided independently of the gaming machines.Specifically, the gaming machine 1 of the present embodiment includes asingle shared display 203 and terminal displays 101 of the respectivegaming terminals 10. The shared display is disposed to be viewable fromeach gaming terminal 10.

“Base game” is a main game of each gaming machine, and a playerprimarily plays this game. A player bets a predetermined game value toplay the base game, and the player is awarded a payout when obtaining apredetermined result from the base game. In this embodiment, a base gameis a so-called slot game arranged so that symbols are variably displayedand a payout is awarded according to a stop result of varying display.

Specifically, “base game” of this embodiment is arranged such thatseveral base symbols 180 are rearranged on respective base symbolarrangement areas 150 a which are matrix-configured, and a stateadvantageous for a player is achieved when at least a predeterminednumber of base symbols 180 are displayed on the matrix. For example, theadvantageous states include: a state where a payout is awarded, a statewhere the number of payout is added to a credit, and a state where abonus game starts.

“Chance game” is a game to obtain a JP chance with which a player isable to qualify a JP game. In this embodiment, “chance game” is the sametype of slot game as base game, and is playable at the same time as basegame.

Specifically, “chance game” of this embodiment is a game in which JPsymbols 180i are rearranged in JP symbol arrangement areas 150 b whichare matrix-configured, at the same time the base symbols 180 arerearranged in the base game. When the JP symbols 180J rearranged in thematrix-configured JP symbol arrangement areas 150 b meet a winningcondition, a JP chance is awarded.

Not limited to the slot game, the base game and the chance game may beroulette, horse racing, boat racing, or bicycle racing.

“JP game” is a special game which is run by a later-detailed controller100 at the same time in two or more gaming terminals 10 at apredetermined time interval. When this JP game results in a jackpot, ahigher payout than a payout awarded from the base game is awarded. TheJP game is run at a predetermined timing such as every 30 minutes or thelike, and is run only for gaming terminals 10 having obtained at least apredetermined number (e.g. one) of JP chances. In this embodiment, theJP game is a virtual “Fishing Tournament” played by players who haveobtained JP chances. The players playing the JP game are able to seetheir selected characters fishing on the shared display 203.

The “arrangement” in this embodiment means a state where the basesymbols 180 and JP symbols 180J can be visually observed by a player.That is, as shown in FIG. 3, “arrangement” means that the base symbols180 are displayed in the base symbol arrangement areas 150 a, and the JPsymbol 180J are displayed in the JP symbol arrangement areas 150 b.Arranging the base symbols 180 and the JP symbols 180J again afterdismissing them is referred to as “rearranging”.

Base symbols 180 are symbols used in a base game in each gaming terminal10. For each base symbol various types of winning combinations aredetermined in advance. A winning combination is a combination of basesymbols 180 stopping at a payline L, with which a state advantageous fora player is achieved. For example, the advantageous states include: astate where coins corresponding to scatter symbols are paid out, a statewhere the number of coins to be paid out is added to a credit, and astate where a bonus game is started. The payline L is detailed later.

Further, the “JP symbols 180J” are scatter symbols, which are used in achance game in each of the gaming terminals 10.

Each of the “scatter symbols” is a symbol whose arrangement results in awinning irrespective of any other conditions. In the present embodiment,a player is awarded a JP chance if at least a predetermined number (e.g.3) of JP symbols 180J which are scatter symbols are arranged on thematrix 156.

The “JP chance” qualifies a player to join the JP game. For each JPchance, a process of determining whether or not a jackpot is awarded isperformed once.

“Jackpot” is awarded in the following way. A part of a game value bet bya player in each base game is subtracted and the subtracted parts areaccumulated as a progressive value. When a player wins a JP game, he/sheis awarded a part of or all of the accumulated progressive value.

As illustrated in FIG. 1, the gaming machine may be structured to becapable of displaying a timing to run a JP game as a pointer image onthe display.

More specifically, the gaming machine includes: a base game configuredto award a payout according to a predetermined combination; a JP gameconfigured to award a higher payout than the base game; a chance gameconfigured to provide a JP chance qualifying a player to join the JPgame, a timer which specifies a timing to award a JP chance; a JP chancememory which stores the number of awarded JP chances, in associationwith the timing to award the JP chance; a display which displays animage according to the JP chance and the timing; and a controllerprogrammed to operate as described in the following (b1) through (b9).

A step (b1) is configured to concurrently run a base game and a chancegame. A step (b2) is configured to determine and award a payoutaccording to a result of the base game. A step (b3) is configured todetermine whether to award a JP chance according to a result of a chancegame. A step (b4) is configured to store, when a JP chance is awarded,the number of awarded JP chances in the JP chance memory, in associationwith a timing of awarding the JP chance specified by the timer. A step(b5) is configured to determine a timing to run a JP game, based on thetiming of awarding the JP chance. A step (b6) is configured to displayon the display a line image arranged in a predetermined area and apointer image which is arranged at a part corresponding to the timing torun the JP game and which moves toward the line image. A step (b7) isconfigured to run a JP game in which a player participates by consuminga JP chance stored in the JP chance memory, when the pointer imagereaches the line image. A step (b8) is configured to determine a payoutaccording to a result of the JP game. A step (b9) is configured to awardthe determined payout of the JP game.

With this, a timing of running a JP game is displayed as a pointer imageon the display, and a line image and the pointer image allow a player tovisually and easily grasp a timing of a JP game offering a chance ofobtaining a higher payout than a base game. As a result, a newentertainment characteristic is provided to a player and a player ismotivated to continue a game thanks to decreased stress on him/her.

As illustrated in FIG. 1, the gaming machine may be structured toinclude gaming terminals each independently capable of running a basegame and a chance game, and to display on the display in what order thegaming terminals participate in a JP game.

More specifically, the gaming machine includes: gaming terminals eachcapable of independently running a game; a base game configured to awarda payout according to a predetermined combination; a JP game configuredto award a higher payout than the base game, in which game the gamingterminals participates in turn; a chance game configured to provide a JPchance qualifying a player to join the JP game; a timer which specifiesa timing to award a JP chance; a JP chance memory which stores thenumber of awarded JP chances, in association with the timing to awardthe JP chance; a display which displays an image according to the JPchance and the timing; and a controller programmed to operate asdescribed in the following (c1) through (c9).

A step (c1) is configured to concurrently run a base game and a chancegame in each gaming terminal. A step (c2) is configured to determine andaward a payout according to a result of the base game. A step (c3) isconfigured to determine whether to award a JP chance, according to aresult of the chance game. A step (c4) is configured to store, when a JPchance is awarded, the number of awarded JP chances in the JP chancememory for each gaming terminal, in association with a timing ofawarding the JP chance specified by the timer. A step (c5) is configuredto determine in what order the gaming terminals participate in a JPgame, based on the timing to award the JP chance. A step (c6) isconfigured to display on the display an image based on the order inwhich the gaming terminals participate in the JP game. A step (c7) isconfigured to run a JP game in which a player participates by consuminga JP chance stored in the JP chance memory, in accordance with the orderof participation in the JP game. A step (c8) is configured to determinea payout according to a result of the JP game. A step (c9) is configuredto award the determined payout of the JP game.

With this, the player is able to grasp when the gaming terminal at whichhe/she is playing is allowed to participate in a JP game offering ahigher payout than a base game, because in what order the gamingterminals participate in the JP game is displayed on the display. As aresult, a new entertainment characteristic is provided to a player and aplayer is motivated to continue a game thanks to decreased stress onhim/her.

As illustrated in FIG. 1, the gaming machine may be structured toinclude gaming terminals each independently capable of running a basegame and a chance game, and to display on the display the order in whichthe gaming terminals participate in a JP game, as pointer images.

More specifically, the gaming machine includes: gaming terminals eachcapable of independently running a game; a base game configured to awarda payout according to a predetermined combination; a JP game configuredto award a higher payout than the base game, in which game the gamingterminals participates in turn; a chance game configured to provide a JPchance qualifying a player to join the JP game; a timer which specifiesa timing to award a JP chance; a JP chance memory which stores thenumber of awarded JP chances, in association with the timing to awardthe JP chance; a display which displays an image according to the JPchance and the timing; and a controller programmed to operate asdescribed in the following (d1) through (d9).

A step (d1) is configured to concurrently run a base game and a chancegame in each gaming terminal. A step (d2) is configured to determine andaward a payout according to a result of the base game. A step (d3) isconfigured to determine whether to award a JP chance, according to aresult of the chance game. A step (d4) is configured to store, when a JPchance is awarded, the number of awarded JP chances in the JP chancememory for each gaming terminal, in association with a timing ofawarding the JP chance specified by the timer. A step (d5) is configuredto determine in what order the gaming terminals participate in a JPgame, based on the timing of awarding the JP chance. A step (d6) isconfigured to display on the display a line image arranged in apredetermined area and pointer images which indicate respective gamingterminals, are arranged in accordance with the order of participation inthe JP game and which moves toward the line image. A step (d7) isconfigured to run a JP game in which a player participates by consuminga JP chance stored in the JP chance memory, in accordance with a timingat which a pointer image reaches the line image. A step (d8) isconfigured to determine a payout according to a result of the JP game. Astep (d9) is configured to award the determined payout of the JP game.

With this, a line image and pointer images allow a player to visuallyand easily grasp when the gaming terminal at which he/she is playing isallowed to participate in a JP game offering a higher payout than a basegame, because in what order the gaming terminals participate in the JPgame is displayed by means of the pointer images on the display. As aresult, a new entertainment characteristic is provided to a player and aplayer is motivated to continue a game thanks to decreased stress onhim/her.

(Function Block of Gaming Machine)

As illustrated in FIG. 2, the gaming machine configured as above has theshared display 203, the controller 100, and the gaming terminals 10.

(Shared Display 203)

The shared display 203 displays, as illustrated in FIG. 1, a virtual“Fishing Tournament” which is a JP game. The structure of the shareddisplay 203 will be specifically discussed later.

(Gaming Terminal 10)

As illustrated in FIG. 2, each of the gaming terminals 10 includes aterminal display 101, a game starting unit 110, and a BET unit 111.

The terminal display 101 has a function of displaying a notifying imageand an effect image for a base game and/or a chance game. The terminaldisplay 101 includes base symbol arrangement areas 150 a where basesymbols 180 are arranged and JP symbol arrangement areas 150 b where JPsymbols are arranged. The game starting unit 110 has a function ofoutputting a game start signal in response to an operation by a player.The output game start signal is supplied to a later-detailed gamerunning unit 103. The BET unit 111 has functions of receiving a BET inresponse to an operation by a player and outputting a BET signal. Theoutput BET signal is supplied to the later-detailed game running unit103.

(Controller 100)

90% As shown in FIG. 2, the controller 100 includes: a game running unit103, a symbol memory 108, a timer 228, a JP chance memory 109, a displaymemory 107, and a display control unit 102.

The game running unit 103 runs a base game, triggered by the game startsignal from the game starting unit 110. The base game is a game in whichbase symbols 180 are rearranged in the base symbol arrangement areas 150a of the terminal display 101. At the same time of running the basegame, the game running unit 103 also runs a chance game in which JPsymbols 180J are rearranged in the JP symbol arrangement areas 150 b ofthe terminal display 101.

The symbol memory 108 stores the base symbols 180 and JP symbols 180J.The timer 228 specifies a timing at which a JP chance is awarded. The JPchance memory 109 functions as a chance flag memory which stores, foreach gaming terminal 10, the number of JP chances awarded to a player inassociation with the timing of awarding the JP chance specified by thetimer 228. The display memory 107 stores, as symbols to be displayed,the base symbols 180 and JP symbols 180J in the symbol memory 108. Inaddition, the display memory 107 stores effect image data for a basegame and a chance game.

The display control unit 102 performs setting so that the base symbolarrangement areas 150 a for arranging therein the base symbols 180overlap the JP symbol arrangement areas 150 b for arranging therein theJP symbols. Further, the display control unit 102 reads out base symbols180 from the display memory 107 and displays the base symbols 180 in thebase symbol arrangement areas 150 a, under the control of the gamerunning unit 103. The display control unit 102 also reads out JP symbols180J from the display memory 107 and displays the JP symbols 180J in theJP symbol arrangement areas 150 b, under the control of the game runningunit 103.

The controller 100 includes a base game payout determining unit 105, aJP chance determining unit 106, and a payout awarding unit 104.

The base game payout determining unit 105, under the control of the gamerunning unit 103, determines whether to award a payout of a base game onthe basis of the relations among the base symbols 180 rearranged in thebase symbol arrangement areas 150 a. If it is determined that the payoutis awarded, the base game payout determining unit 105 determines anamount of the payout and outputs a signal to the payout awarding unit104.

The JP chance determining unit 106, under the control of the gamerunning unit 103, determines whether to award a JP chance on the basisof the relations among the JP symbols 180J rearranged in the JP symbolarrangement areas 150 b. If it is determined that a JP chance isawarded, the JP chance determining unit 106 determines the number of JPchances and outputs a signal to the JP chance memory 109.

The payout awarding unit 104 awards the payout of the base gamedetermined by the base game payout determining unit 105. Further, thepayout awarding unit 104 awards a payout of a JP game determined by alater-detailed JP game payout determining unit 227, in response to asignal from the JP game payout determining unit 227. Note that a JP gameis run when the number of JP chances stored in the JP chance memory 109for each gaming terminal equals or surpasses a predetermined number.Further, an amount of the payout of the JP game is determined by thelater-detailed JP game payout determining unit 227.

The controller 100 further includes: a JP game running unit 224, a JPorder determining unit 229, a JP game memory 223, a JP game screenmemory 222, and a shared display control unit 221.

The JP game running unit 224 determines, when predetermined time comes,whether the JP chance memory 109 stores a predetermined number or moreof JP chances. This determination is made for each gaming terminal 10.The JP game running unit 224 runs a JP game on a gaming terminal 10which stores the predetermined number or more of JP chances.

The JP order determining unit 229 determines the order in which gamingterminals participate in a JP game, based on a timing at which a JPchance is awarded. In other words, the JP order determining unit 229determines in what order a result of a JP game is notified to the gamingterminals 10, based on a timing of awarding a JP chance.

In the present embodiment, the order in which a result of a JP game isnotified to gaming terminals 10 is referred to as the order ofparticipation in a JP game.

The JP game memory 223 stores therein information regarding the JP game.For example, the JP game memory 223 stores image data which is used fordisplaying, on the shared display 203, a line image arranged in apredetermined area and pointer images which indicate respective gamingterminals, arranged in accordance with the order of participation in aJP game, and move toward the line image. The JP game screen memory 222stores therein display information based on the information of the JPgame stored in the JP game memory 223.

The shared display control unit 221, under the control of the JP gamerunning unit 224, reads out from the JP game screen memory 222 thedisplay information which is based on the content of the JP game, andcauses the shared display 203 to perform image displaying based on thedisplay information.

The shared display control unit 221 causes the shared display 203 todisplay an image based on the order in which the gaming terminals 10participate in a JP game, which has been determined by the JP orderdetermining unit 229. Specifically, pointer images indicating therespective gaming terminals are arranged on the shared display 203 inaccordance with the order of participation in a JP game, and thesepointer images move toward a line image arranged in a predeterminedarea. This enables the players to visually and easily understand theorder of participation in the JP game and also understand when theplayers participate in the JP game.

In addition to the above, the controller 100 includes a JP game payoutdetermining unit 227 and a progressive memory 226.

Based on a result of a JP game, the JP game payout determining unit 227determines whether to award a payout of the JP game, under the controlof the JP game running unit 224. In other words, whether a jackpot ismet is determined. If the JP game payout determining unit 227 determinesthat the JP game has resulted in a jackpot, the JP game payoutdetermining unit 227 determines an amount of payout based on aprogressive value stored in the progressive memory 226. Thedetermination of whether a payout of a JP game is to be awarded isconducted for a number of times equal to the number of JP chances whicheach gaming terminal 10 has.

The progressive memory 226 accumulatively stores a progressive valueindicated by a progressive signal received from the controller 100.

Each block of the controller 100 may be realized with hardware or withsoftware as needed.

(Operation of Controller 100)

The following describes an operation of the controller 100 in the abovestructure. First, the BET unit 111 receives a BET entered through anoperation by a player. Further, a game start signal is output from thegame starting unit 110 in response to the player's operation, and a basegame and a chance game are run at the same time by the game running unit103. When both of the games are run at the same time, the displaycontrol unit 102, under the control of the game running unit 103,displays base symbols 180 in the base symbol arrangement areas 150 a.The display control unit 102 also displays JP symbols 180J in the JPsymbol arrangement areas 150 b, under the control of the game runningunit 103.

Further, the base game payout determining unit 105 determines whether apayout is awarded, based on relations among the base symbols 180rearranged in the base symbol arrangement areas 150 a. If it isdetermined that a payout is awarded, the base game payout determiningunit 105 determines an amount of the payout. The payout thus determinedof the base game is awarded by the payout awarding unit 104.

The JP chance determining unit 106 determines whether to award a JPchance on the basis of the relations among the JP symbols 180Jrearranged in the JP symbol arrangement areas 150 b. If it is determinedthat JP chance is awarded, the JP chance determining unit 106 determinesthe number of JP chances to be awarded and stores the JP chance in theJP chance memory.

When the number of JP chances is stored in the JP chance memory, the JPchance determining unit 106 stores the number of JP chances inassociation with the timing specified by the timer 228. When the numberof gaming terminals 10 is two or more, the number of JP chances may bestored in association with each gaming terminal 10.

At a predetermined timing, the JP game running unit 224 checks, for eachgaming terminal 10, whether the JP chance memory 109 stores a JP chance.When there is a gaming terminal 10 storing a JP chance, a JP game is runat a gaming terminal 10 having a predetermined number or more of JPchances. Alternatively, it is possible to randomly determine the timingat which whether or not a JP chance is stored is determined and the JPgame is run at a gaming terminal having a predetermined number or moreof JP chances. Also, the timing at which the JP game starts may benotified by using the terminal display 101 or the like.

Then the JP game payout determining unit 227 determines whether ajackpot is met, based on a result of the JP game. If the JP game payoutdetermining unit 227 determines that a jackpot has been met, a payout isdetermined according to a progressive value stored in the progressivememory 226.

The determination of whether a jackpot is met and the determination ofan amount of payout for the jackpot may be carried out when the JP gameis run or when a JP chance is awarded to the player (i.e. when a JPchance is stored in the JP chance memory 109).

When the gaming machine is structured to include more than one gamingterminals 10, the JP order determining unit 229 determines the order inwhich the gaming terminals 10 participate in a JP game, based on atiming of awarding a JP chance.

Furthermore, the shared display 203 displays an image based on a timingto run a JP game. For example, the shared display 203 displays a pointerimage which is arranged at a part corresponding to a timing to run a JPgame and which moves toward a line image arranged in a predeterminedarea. In addition to the above, the shared display 203 notifies a resultof a JP game in which a player participates by consuming a JP chancestored in the JP chance memory 109, in accordance with a timing at whichthe pointer image reaches the line image. Alternatively, the shareddisplay 203 may display images based on the order in which the gamingterminals 10 participates in a JP game, which order has been determinedby the JP order determining unit 229. Alternatively, the aforesaidarrangements may be combined.

When the result of the JP game is notified, the payout awarding unit 104awards a payout of the JP game.

(Display States)

Now, the following discusses an example where the gaming machine isspecifically embodied as a gaming machine 1.

A gaming machine 1 is placed in a gaming facility such as a casino. Thisgaming machine 1 runs a unit game which involves a game medium. The gamemedium is a coin, bill, or a value in the form of electronicinformation. However, the game medium in the present invention is notparticularly limited. For example, a medal, token, electronic money,ticket or the like are also possible. Further, the ticket is notparticularly limited and may be a later-described ticket with a barcodeor the like ticket.

As illustrated in FIG. 8, the gaming machine 1 includes: gamingterminals 10 which run a base game independently from each other (thenumber of gaming terminals 10 is 4 in the present embodiment); a centercontrol unit 200 connected to the gaming terminals 10, which is incommunication with the gaming terminals 10 and runs a JP game; a shareddisplay 203 which displays thereon an effect image related to the JPgame; a rail 271 which allows the shared display 203 to move to aposition immediately above one of the gaming terminals 10; and anot-illustrated drive motor 270.

In addition, each gaming terminal 10 has an upper image display panel 33and a lower image display panel 16. The lower image display panel 16 andthe upper image display panel 33 function as the above-discussedterminal display 101. A payout of a JP game is configured to be higherthan that of a base game.

(Display States of Lower Image Display Panel 16)

Now, referring to FIG. 3, the display states of the lower image displaypanel 16 in a base game and a chance game are specifically described.The lower image display panel 16 is structured to arrange symbols inaccordance with video reel. The lower image display panel 16 may have amechanical structure adopting a reel device which rotates a reel toarrange symbols. Alternatively, the lower image display panel 16 mayhave an electric structure in which symbols are arranged by a video reeldisplayed as an image. Further, the lower image display panel 16 mayadopt a combination of the mechanical structure (reel) and theelectrical structure (video reel).

As shown in FIG. 3, the lower image display panel 16 displays amatrix-configured matrix 156, when a base game and a chance game are runat the same time. The matrix 156 is displayed at the center of the lowerimage display panel 1.6,and base symbols 180 and JP symbol 180J arearranged therein. Further, the matrix 156 is provided with displaywindows 151 to 155. In the display windows 151 to 155, a symbol columnhaving base symbols 180 and a symbol column having JP symbols 180J arescrollably displayed. These columns overlap each other. The displaywindows 151 to 155 are respectively divided into upper stages 151 a to155 a, central stages 151 b to 155 b, and lower stages 151 c to 155 c.The base symbols 180 and the JP symbols 180J are stopped (arranged) ineach of the stages 151 a to 155 a, 151 b to 155 b, and 151 c to 155 c sothat a base symbol 180 overlaps a JP symbol 180J.

For example, in FIG. 3, a “Clownfish” 181 which is a base symbol 180 isstopped in a base symbol arrangement area 150 a in the upper stage 151 aof the display window 151, and a “GET” which is a JP symbol 180J isstopped in the JP symbol arrangement area 150 b of the same stage.Further, an “Angelfish” 182 is stopped in the base symbol arrangementarea 150 a in the central stage 151 b of the display window 151, and nosymbol is stopped in the JP symbol arrangement area 150 b of the samestage. Further, a “Clownfish” is stopped in the base symbol arrangementarea 150 a in the bottom stage 151 c of the display window 151, and a“GET” which is a JP symbol 180J is stopped in the JP symbol arrangementarea 150 b of the same stage. In shorts the matrix 156 is a symbolmatrix including five columns and three rows. The matrix 156 however isnot limited to the one with the five-columns and three-rows.

In the upper-right part of the lower image display panel 16, a JP chancedisplay area 160 is displayed as illustrated in FIG. 3. JP chancedisplay area 160 displays the number of JP chances that a playercurrently has. For example, in FIG. 3, the number of JP chances is “1”.As such, a player is able to join the JP game only once to be subjectedto a process of determining whether a payout is awarded.

As illustrated in FIG. 3, the base symbols 180 and the JP symbols 180Jare arranged so as to overlap one another in the lower image displaypanel 16, when a base game and a chance game are run at the same time inthe gaming terminal 10. Specifically, as shown in the lower part of FIG.3, a JP symbol 180J is arranged in the JP symbol arrangement area 150 bbelow each base symbol arrangement area 150 a.

As such, the base symbols 180 and the JP symbols 180J are concurrentlyarranged on the matrix 156 in the lower image display panel 16 toindicate results of a base game and a chance game. In this way a basegame and a chance game can be run at the same time.

In a base game, base symbols 180 are arranged and a payout is awarded inaccordance with the arrangement of the base symbols 180. In the case ofFIG. 3, “Clownfish” 181 which is a base symbol 180 is displayed in eachof the upper stage 151 a of the display window 151, the upper stage 152a of the display window 152, and the upper stage 153 a of the displaywindow 153. As a result of this, a winning combination of “Clownfish”181 is met in the base game, and a payout according to this winningcombination is awarded.

In a chance game, arranged are only JP symbols 180J. In the case of FIG.3, “GET” is displayed in each of the upper stage 151 a of the displaywindow 151, the lower stage 151 c of the display window 151, the lowerstage 153 c of the display window 153, and the central stage 154 d ofthe display window 154. As a result of the above 4 JP symbols arearranged. In the present embodiment, a JP chance is awarded when threeor more JP symbols 180J are arranged. Therefore the number of JP chanceis increased in the case above. As the number of JP chances isincreased, the JP chance display area 160 is updated.

Because of the above, the gaming machine 1 provides a new entertainmentcharacteristic of allowing a player to play a chance game as well as abase game at the same time.

As illustrated in FIG. 4, the lower image display panels 16 of therespective gaming terminals 10 (gaming terminals 10 a-10 d)participating in a JP game display character images 162 (162 a-162 d)associated with the respective gaming terminals 10. The character images162 depict different characters which are fishing and correspond to therespective gaming terminals 10.

JP game is run at a predetermined timing. The JP game however is not runfor a gaming terminal 10 having no JP chances. For example, the gamingterminal 10 c is running not a JP game but a base game, in the case ofFIG. 4. On the other hand, a JP game is run in each of the remaining 3gaming terminals 10 (gaming terminal 10 a, gaming terminal lob, andgaming terminal 10 d).

For gaming terminals 10 not participating in the JP game, no characterimage 162 is displayed. For example, in FIG. 4 the gaming terminal 10 ccannot participate in the JP game because no JP chance has been awardedthereto. Therefore the lower image display panel 16 of the gamingterminal 10 c does not display a character image 162.

When a JP game is run, the lower image display panels 16 display commentimages 163 in the vicinity of the character images 162, in the temporalorder of obtaining JP chances. Each comment image 163 shows a comment ofa character image 162 in such a way that a text “Hit!” is shown in aspeech bubble area. For instance, as illustrated in FIG. 4 and the upperpart of FIG. 5, when the gaming terminal 10 b has a turn in a JP game, acomment image 163 is displayed in the vicinity of the character image162 b displayed on the lower image display panel 16 of the gamingterminal 10 b.

In this way, a comment image 163 is displayed in the vicinity of thecharacter image 162 associated with each gaming terminal 10. A playercan therefore understand that his/her turn has come in a JP game.

Thereafter the gaming terminal 10 for which the comment image 163 isdisplayed is notified of a result of the JP game. Specifically, as shownin the lower part of FIG. 5, the lower image display panel 16 displays acharacter image 162 and a payout image 164. A JP game has four types ofresults. Specifically, results of a JP game are “Grand Jackpot”, “MajorJackpot”, “Mini Jackpot”, and “Lose”, in the descending order of payoutamounts. It is noted that no payout is awarded in the case of “Lose”.

Referring to FIG. 5, a payout image 164 is described. The lower part ofFIG. 5 shows a state of a result of a JP game, which is displayed on thelower image display panel 16 of the gaming terminal 10 b. The lower partof FIG. 5 shows a display state of the lower image display panel 16 when“Major Jackpot” is met as a result of a JP game. The lower image displaypanel 16 displays a payout image 164 showing a tuna along with acharacter image 162 b, as a payout image 164 corresponding to “MajorJackpot”. It is noted that an embodiment of images displaying a resultof a JP game is not limited to the above.

(Display States of Shared Display 203)

Referring to FIG. 6, the following specifically describes an example ofdisplay states of the shared display 203 in the operation process inaccordance with the above-described gaming machine 1 and playing method.As illustrated in FIG. 6, players of respective gaming terminals 10(gaming terminal 10 a to gaming terminal 10 d) can see that a JP game isdisplayed on the shared display 203.

When the JP game starts, the shared display 203 displays pointer images167 (pointer images 167 a to 167 d). These pointer images 167 indicatethe respective gaming terminals 10. That is to say, the pointer image167 a indicate the gaming terminal 10 a, the pointer image 167 bindicate the gaming terminal 10 b, the pointer image 167 c indicate thegaming terminal 10 c, and the pointer image 167 d indicate the gamingterminal 10 d. In this example, the pointer image 167 specificallyindicates the face part of the character image 162.

The shared display 203 has a pointer display area 166. As illustrated inFIG. 6, the pointer display area 166 is provided at the center of theshared display 203. The pointer display area 166 is horizontallysubstantially divided into four areas (pointer display areas 166 a to166 d), and each of these areas is a display area where a pointer image167 indicating a gaming terminal 10 is displayed. Further displayed inthe pointer display area 166 is a line-shaped line image 165 whichhorizontally extends in the lower part in such a way as to traverse thepointer display areas 166 a to 166 d.

Specifically, the pointer display area 166 a displays a pointer image167 a indicating the gaming terminal 10 a, the pointer display area 166b displays a pointer image 167 b indicating the gaming terminal 10 b,the pointer display area 166 c displays a pointer image 167 c indicatingthe gaming terminal 10 c, and the pointer display area 166 d displays apointer image 167 d indicating the gaming terminal 10 d.

The pointer images 167 are arranged in accordance with the order inwhich the gaming terminals 10 participate in a JP game. Specifically,the pointer images 167 are arranged from the bottom to the top, inaccordance with the temporal order of participation. In the case shownin FIG. 6, from the bottom to the top, the pointer image 167 dindicating the gaming terminal 10 d, the pointer image 167 a indicatingthe gaming terminal 10 a, the pointer image 167 c indicating the gamingterminal 10 c, the pointer image 167 b indicating the gaming terminal 10b, and the pointer image 167 d indicating the gaming terminal 10 d arearranged in this order. This denotes that the result of the JP game isnotified in the order of the gaming terminal 10 d, the gaming terminal10 a, the gaming terminal 10 c, the gaming terminal 10 b, and the gamingterminal 10 d.

The shared display 203 displays a result of the JP game for therespective gaming terminals 10, in the temporal order of awarding JPchances. Specifically, a JP chance is stored in association with atiming at which the JP chance is awarded and a gaming terminal ID bywhich a gaming terminal 10 having obtained the JP chance is identified.In the present embodiment, a result of a JP is notified to gamingterminals 10 to which JP chances are awarded, in the temporal order ofobtaining the JP chances.

The displayed pointer images 167 are, as illustrated in FIG. 6, scrolleddownward over time. In other words, the pointer images 167 move towardthe line image 165, reach the line image 165, and then pass over theline image 165 The notification of a result of a JP game is carried outwhen a pointer image 167 reaches the line image 165. Specifically, thenotification of a payout of a JP game is carried out in such a way that,when a pointer image 167 reaches the line image 165, the lower imagedisplay panel 16 of the gaming terminal associated with that pointerimage 167 displays a comment image 163 in the vicinity of the characterimage 162, and then displays a payout image 164. Along with thenotification of the payout, the payout is awarded.

In this way character images 162 associated with the respective gamingterminals 10 are displayed on the shared display 203 viewable from thegaming terminals 10, and this allows players to share a sense ofparticipation. This provides a player with a new entertainmentcharacteristic.

As discussed above, a pointer image 167 based on a timing of running aJP game is displayed on the shared display 203, when a payout is awardedas a result of the JP game. Therefore a player can grasp when a JP gamewhich is configured to award a higher payout than a base game is run. Asa result, a new entertainment characteristic is provided to a player anda player is motivated to continue a game thanks to decreased stress onhim/her.

Furthermore, a timing at which a JP game is run is displayed as apointer image 167 on the shared display 203 as discussed above, andhence the line image 165 and the pointer image 167 enable a player tovisually and easily grasp a timing of a JP game which is configured toaward a higher payout than a base game. As a result, a new entertainmentcharacteristic is provided to a player and a player is motivated tocontinue a game thanks to decreased stress on him/her.

Furthermore, the order in which the gaming terminals 10 participate in aJP game is displayed on the shared display 203 as discussed above. Thisenables a player to grasp when the gaming terminal at which he/she isplaying is allowed to participate in a JP game offering a higher payoutthan a base game. As a result, a new entertainment characteristic isprovided to a player and a player is motivated to continue a game thanksto decreased stress on him/her.

Furthermore, the order in which the gaming terminals 10 participate in aJP game is displayed as a pointer image 167 on the shared display 203 asdiscussed above. Therefore the line image 165 and the pointer image 167enable a player to grasp when the gaming terminal at which he/she isplaying is allowed to participate in a JP game offering a higher payoutthan a base game. As a result, a new entertainment characteristic isprovided to a player and a player is motivated to continue a game thanksto decreased stress on him/her.

Although the present embodiment presupposes that JP game is a fishinggame, JP game may be another type of game such as a hunting game. It isalso noted that the pointer images 167 and the line image 165 are notnecessarily displayed in the manner as above. It is also noted that thepointer images 167 are not necessarily arranged as above. It is alsonoted that the pointer images 167 do not necessarily move in the manneras above. For example, the pointer images 167 may move in the crosswisedirection or upward.

(Symbols, Winning Combination, etc)

The base symbols 180 displayed in the matrix 156 on the lower imagedisplay panel 16 are arranged so that 22 symbols constitute a singlesymbol column as illustrated in FIG. 7. To each of the symbolsconstituting the columns is given one of code numbers 0 to 21. Each ofthe symbol columns has a combination of symbols including “Angelfish”182, “Clownfish” 181, “7” 185, “Tuna” 183, “Coelacanth” 184, and “BONUS”186. As illustrated in FIG. 3, the base symbols 180 are arranged in therespective base symbol arrangement areas 150 a of the symbol columns.

Three successive symbols in the symbol columns are displayed (arranged)in the upper stages 151 a to 155 a, the middle stages 151 b to 155 b,and the lower stages 151 c to 155 c of the display windows 151 to 155,so that the symbols form a symbol matrix having five columns and threerows in the display windows 151 to 155. When a BET button and a startbutton are sequentially pressed in this order to start a game, symbolsconstituting the symbol matrix start to scroll. This scrolling of thesymbols stops (rearrangement) after a predetermined period from thebeginning of the scrolling.

For each base symbol 180 a winning combination has been determined inadvance. A winning combination is arranged such that a stateadvantageous for a player is achieved when at least a predeterminednumber of symbols are successively displayed on one of paylines L of thematrix 156. For example, the advantageous states include: a state wherecoins corresponding to a winning combination are paid out, a state wherethe number of coins to be paid out is added to a credit, and a statewhere a bonus game is started. The payline L will be discussed later.

For example, when three or more symbols of “Clownfish” 181 arerearranged on the payline L, five coins are paid out for each BET or acredit corresponding to five coins is added. In short, game media (gamevalues) are awarded.

In another case, for example, when three or more symbols of “BONUS” arerearranged on the payline L, a bonus is triggered and the gaming stateshifts from a base game to a bonus game. When four or more “BONUS”symbols are stopped on the matrix 156, 20 coins (game media) are paidout for each BET.

Here, a bonus game is a gaming state which provides a larger advantagethan a base game. In this embodiment, the bonus game is a free game. Thefree game is a game allowing a player to play a game for a predeterminednumber of times without betting a coin. No particular limitation is puton the bonus game, as long as it is a gaming state advantageous to theplayer, that is, it is more advantageous than the base game. Forexample, the bonus game may include a state where more game media areobtainable than in the base game, a state where a game medium isobtainable with higher probability than in the base game, a state wherea game medium is less consumed than in the base game, and the like.Specifically, a free game, a second game, a feature game, and the likemay be mentioned as examples of the bonus game.

The lower image display panel 16 displays three activated paylines L asillustrated in FIG. 3. The “payline L” is used for determining a winningcombination of the base symbols 180. That is, when the base symbols 180are rearranged on and out of the payline L, a combination is determinedfor only the base symbols 180 rearranged on the payline. When thecombination is recognized as a winning combination in consequence of thedetermination, an advantageous state of the player is established inaccordance with the winning combination. That is to say, coins are paidout in accordance with the winning combination, the number of coins tobe paid out is added to a credit, or a bonus game is started, forexample. Note that, not limited to three, the number of paylines L maybe one, two, four, or more. When the number of paylines L is two ormore, the number of paylines L activated may be determined according toa predetermined condition, such as the number of coins placed as a BET.In this case, the number of activated paylines L may be notified by alamp or the like.

As illustrated in FIG. 3, the paylines L include a top line 161 atraversing the upper stages 151 a, 152 a, 153 a, 154 a, and 155 a, acentral line 161 b traversing the central stages 151 b, 152 b, 153 b,154 b, and 155 b, and a bottom line 161 c traversing the lower stages151 c, 152 c, 153 c, 154 c, and 155 c. When three or more base symbols180 are successively rearranged on at least one of the paylines 161 a to161 c, it is determined that a winning combination is met. For example,in the case of FIG. 3, a winning combination of “Clownfish” has been metbecause three symbols of “Clownfish” 181 are successively rearranged onthe top line 161 a of the display windows 151 to 153.

The JP symbols 180 are “scatter symbols” which are such symbols whichprovide a JP chance to a player when a predetermined number or more(e.g. three) of them are displayed in the matrix 156. For example, inthe case of FIG. 3, the JP symbols 180J are arranged on the upper stage151 a and the lower stage 151 c of the display window 151, the lowerstage 153 c of the display window 153, and the central stage 154 b ofthe display window 154. Since four JP symbols 180J are arranged in thiscase, a JP chance is awarded to a player.

In this way, a result of a base game is determined according to whetherbase symbols 180 are successively rearranged on a payline L, whereas aresult of a chance game is determined according to whether there are apredetermined number or more of rearranged JP symbols 180J. As such, abase game and a chance game are similar slot games but adopt differentmethods of determining a result. Therefore a player may be possible toeasily grasp the results of any games. This may release the stress ofthe player. The method of how to determine results of a base game and achance game is not limited to the above. Both of them may be obtained bythe scatter symbol method or by the winning combination method.Alternatively, a result of a base game is determined by the scattersymbol method whereas a result of a chance game is determined by thewinning combination method.

The lower image display panel 16 may further display a credit valueindicator and a payout value indicator. The credit value indicatordisplays a total value (hereinafter also referred to as total creditvalue) which a gaming terminal 10 can pay out to a player. The payoutvalue indicator displays the number of coins to be paid out, when apredetermined number or more of base symbols 180 are successivelyrearranged on a payline L.

(Mechanical Structure of Gaming Machine 1)

As illustrated in FIG. 8, the gaming machine 1 includes: gamingterminals 10 which run a base game independently from each other (thenumber of gaming terminals 10 is 4 in the present embodiment); a centercontrol unit 200 connected to the gaming terminals 10, which is incommunication with the gaming terminals 10 and runs a JP game; a shareddisplay 203 which displays thereon an effect image related to the JPgame; a rail 271 which allows the shared display 203 to move to aposition immediately above one of the gaming terminals 10; and anot-illustrated drive motor 270.

Four gaming terminals 10 are laterally arranged in a parallel manner,with their terminal displays 101 (each including the lower image displaypanel 16 and the upper image display panel 33) facing forward. The rail271 is arranged so as to cover the four gaming terminals 10. The shareddisplay 203 is arranged on the rail 271 and its screen faces in the samedirection as the terminal displays 101. The shared display 203 isarranged to be reciprocally movable by the drive motor 270. The centercontrol unit 200 has, though unillustrated, electric or mechanicalmembers for running a JP game and a cabinet to store these members. Thecenter control unit 200 is arranged behind the shared display 203.

Although in the present embodiment the functions of the controller 100are realized by the gaming terminals 10 and the center control unit 200,the present invention is not limited to this arrangement.

As illustrated in FIG. 9, the gaming terminal 10 includes: a cabinet 11,a top box 12 provided above the cabinet 11, and a main door 13 providedon the front surface of the cabinet 11. The main door 13 is providedwith the lower image display panel 16. The lower image display panel 16includes a transparent liquid crystal panel which displays various typesof information. The lower image display panel 16 displays displaywindows 151 to 155 and a matrix 156 for arranging therein base symbols180 and JP symbols 180J. Further, the lower image display panel 16displays as needed various types of information and effect imagesrelated to games. Displayed in the upper-right part of the lower imagedisplay panel 16 is a JP chance display area 160.

This embodiment deals with a case where the lower image display panel 16electrically displays base symbols 180 and JP symbols 180J in such a waythat a base symbol 180 overlaps a JP symbol 180J, with the result thatthe symbols are arranged in five rows/three columns. However, thepresent invention is not limited to this.

Below the lower image display panel 16 provided are a control panel 20,a coin insertion slot 21, and a bill validator 22. The control panel 20has buttons 23 to 27. These buttons 23 to 27 allow a player to inputinstructions related to a game played by the player. Through the coininsertion slot 21, a coin is received in the cabinet 11.

The control panel 20 includes: a spin button 23, a change button 24, acashout button 25, a 1-BET button 26, and a maximum BET button 27. Thespin button 23 is for inputting an instruction to start symbolscrolling. The change button 24 is used to ask a staff person in thegaming facility for exchange of money. The cashout button 25 is forinputting an instruction to pay out coins corresponding to the totalcredit value into the coin tray 18, via a coin payout opening 19.

The 1-BET button 26 is used for betting one coin out of thosecorresponding to the total credit value. The maximum BET button 27 isused for betting, out of those corresponding to the total credit value,a maximum number of coins (e.g., fifty coins) which can be bet in onegame. Note that the number of coins corresponding to 1 BET is notlimited to the above.

The bill validator 22 validates whether bill is genuine or not andreceives the genuine bill into the cabinet 11. Note that the billvalidator 22 is capable of reading a later-mentioned ticket 39 having abarcode. When the bill validator 22 reads the ticket 39, it outputs tothe main CPU 41 a read signal representing information having read fromthe barcode.

On the lower front surface of the main door 13, that is, below thecontrol panel 20, a berry glass 34 is provided. On the belly glass 34, acharacter of a gaming terminal 10 or the like is drawn. On the frontsurface of top box 12 is provided an upper image display panel 33. Theupper image display panel 33 has a liquid crystal panel and displays aneffect image, introduction to the game, rules of the game, or the like.

Further, the top box 12 has a speaker 29 for performing an audio outputand a lamp 30. Below the upper image display panel 33 are provided aticket printer 35, a card reader 36, a data displayer 37, and a keypad38. The ticket printer 35 prints, on to a ticket, a barcode havingencoded data containing credit-value, date and time, identificationnumber of a gaming terminal 10 or the like, thereby issuing a ticket 39having a barcode attached thereto. A player can play a game in anothergaming terminal 10 with the ticket 39 having the barcode, or exchangethe ticket 39 with bill or the like at a change booth or the like of thegame arcade.

The card reader 36 reads/writes data from/into a smart card. The smartcard is carried by a player, and stores therein data for identifying theplayer, data relating to a history of games played by the player, or thelike.

The data displayer 37 includes a fluorescent display or the like, anddisplays the data read by the card reader 36 and the data input by theplayer through the keypad 38 The keypad 38 is for entering instructionsor data relating to issuing of a ticket or the like.

(Electrical Structure of Gaming Machine 1)

FIGS. 10 and 11 are block diagrams each illustrating an electricalstructure of the entire gaming machine 1.

(Electrical Structure of Gaming Terminal 10)

FIG. 10 is a block diagram illustrating an electrical structure of thegaming terminal 10. As illustrated in FIG. 10, the cabinet 11 includestherein a control unit having at least one of the functions of acontroller 100. The control unit includes, as shown in FIG. 10, amotherboard 40, a main body PCB (Printed Circuit Board) 60, a gamingboard 50, a door PCB 80, various switches, sensors, or the like.

The gaming board 50 is provided with a CPU (Central Processing Unit) 51,a ROM 55, a boot ROM 52, a card slot 53S corresponding to a memory card53, and an IC socket 54S corresponding to a GAL (Generic Array Logic)54. The CPU 51, the ROM 55, and the boot ROM 52 are connected to oneanother through an internal bus.

The memory card 53 stores therein a game program and a game systemprogram. The game program contains a stop symbol determining program.The stop symbol determining program is a program for determining: basesymbols 180 (code numbers corresponding to the symbols) to be stopped inthe base symbol arrangement area 150 a; and JP symbols 180J (codenumbers corresponding to the symbols) to be stopped in the JP symbolarrangement area 150 b. This stop symbol determining program containssets of symbol weighting data respectively corresponding to variouspayout rates (e.g., 80%, 84%, 88%). Each set of the symbol weightingdata indicates, for each of the display windows 151 to 155, a codenumber of each symbol and at least one random numerical value allottedto the code number. The numerical value is a value within apredetermined range of 0 to 256 for example.

The payout rate is determined based on payout rate setting data outputfrom the GAL 54. Based on a set of the symbol weighting datacorresponding to the payout rate determined, a symbol to be stopped isdetermined.

The memory card 53 stores therein various types of data for use in thegame programs and the game system programs. For example, data listingcombinations of a base symbol 180 to be displayed on the display windows151 to 155 of FIG. 3 and an associated range of random numerical valuesis stored in the form of a table. This data is transferred to the RAM 43of the motherboard 40, at the time of running a game program.

The card slot 53S is structured so as to allow the memory card 53 to beattached/detached to/from the card slot 53S. This card slot 53S isconnected to the motherboard 40 through an IDE bus. Thus, the type andcontent of a game run by a gaming terminal 10 can be modified bydetaching the memory card 53 from the card slot 53S, write a differentgame program and a different game system program into the memory card53, and inserting the memory card 53 back into the card slot 53S.

Each of the game programs includes a program related to the progress ofthe game and/or a program for causing a transition to a bonus game. Eachof the game programs includes image data and audio data output duringthe game.

The GAL 54 has input and output ports. When the GAL 54 receives data viathe input port, it outputs data corresponding to the input data from itsoutput port. This data from the output port is the payout rate settingdata described above.

IC socket 54S is structured so as to allow the GAL 54 to beattached/detached to/from the IC socket 54S. The IC socket 54S isconnected to the motherboard 40, via a PCI bus. Thus, the payout ratesetting data to be output from GAL 54 can be modified by: detaching theGAL 54 from the IC socket 54S, overwriting the program stored in the GAL54, and attaching the GAL 54 back to the IC socket 54S.

The CPU 51, the ROM 55 and the boot ROM 52 connected through an internalbus are connected to the motherboard 40 through the PCI bus. The PCI buscommunicates signals between the motherboard 40 and the gaming board 50and supplies power from the motherboard 40 to the gaming board 50. TheROM 55 stores country identification information and an authenticationprogram. The boot ROM 52 stores a preliminary authentication program anda program (boot code) for enabling the CPU 51 to run the preliminaryauthentication program.

The authentication program is a program. (falsification check program)for authenticating the game program and the game system program. Theauthentication program is a program for confirming and verifying thatthe game program and the game system program are not falsified. In otherwords, the authentication program is described in accordance with aprocedure for authenticating the game program and the game systemprogram. The preliminary authentication program is a program forauthenticating the authentication program. The preliminaryauthentication program is described in accordance with a procedure forverifying that the authentication program to be authenticated is notfalsified. In short, the preliminary authentication programauthenticates the authentication program

The motherboard 40 is provided with a main CPU 41, a ROM (Read OnlyMemory) 42, a RAM (Random Access Memory) 43, and a communicationinterface 44.

The main CPU 41 has at least one of the functions of a controller 100controlling the entire gaming machine 1, and the main CPU 41 controls agaming terminal 10. In particular, the main CPU 41 controls thefollowing operations: an operation of outputting a signal instructingvariable-displaying of symbols 180 to the graphic board 68, which isperformed in response to pressing of the spin button 23 after betting ofcredit; an operation of determining symbols 180 to be stopped after thevariable-displaying of symbols 180; and an operation of stopping thesymbols 180 thus determined in the display window 151 to 155.

In other words, the main CPU 41 serves as an arrangement controllerwhich arranges symbols to form a new symbol matrix through scrolling ofsymbols displayed on the lower image display panel 16. This main CPU 41therefore determines symbols to be arranged in a symbol matrix byselecting symbols to be arranged from various kinds of symbols. Then,the main CPU 41 executes arrangement control to stop scrolling thesymbols to present the symbols thus determined.

The ROM 42 stores a program such as BIOS (Basic Input/Output System) runby the main CPU 41, and permanently-used data. When the BIOS is run bythe main CPU 41, each of peripheral devices is initialized and the gameprogram and the game system program stored in the memory card 53 areread out through the gaming board 50. The RAM 43 stores data or aprogram used for the main CPU 41 to perform a process.

In addition, the ROM 42 stores a gaming terminal ID unique to eachgaming terminal 10. When various signals are transmitted to the centercontrol unit 200, the center control unit 200 can identify the sendersof these signals, because gaming terminal ID information is added to theheader of the like of each signal. A gaming terminal ID is, for example,an IP (Internet Protocol) address of each gaming terminal 10.

In addition to the above, the RAM 43 stores a JP timing which is basedon a JP timing signal transmitted from the center control unit 200. ThisJP timing is information regarding timing to start a JP game, and isdetermined after a JP game finishes in the center control unit 200. TheJP timing signal is a signal including information generated based onthe JP timing, and this signal is transmitted from the center controlunit 200.

In the RAM 43, furthermore, image data is stored that is used fordisplaying a character image 162, a comment image 163, a payout image164, a line image 165, a pointer image 167 or the like on the lowerimage display panel 16.

The communication interface 44 is provided to communicate with a hostcomputer and the like equipped in the gaming facility, through acommunication line. The communication interface 44 is also used forperforming communication with the center control unit 200 over acommunication line. Further, a main body PCB (Printed Circuit Board) 60and a door PCB 80 are connected to the motherboard 40, through USB(Universal Serial Bus). Further, the motherboard 40 is connected to apower unit 45. The power unit 45 supplies power to the motherboard 40 toboot the main CPU 41 thereof. Meanwhile, the power unit 45 suppliespower to the gaming board 50 through the PCI bus to boot the CPU 51.

The main body PCB 60 and door PCB 80 are connected to various devices orunits which generate signals to be input to the main CPU 41, and variousdevices or units whose operations are controlled by signals from themain CPU 41. Based on a signal input to the main CPU 41, the main CPU 41runs the game program and the game system program stored in the RAM 43,to perform an arithmetic process. Then, the CPU 41 stores the result ofthe arithmetic process in the RAM 43, or transmits a control signal tothe various devices and units to control them based on the result.

The main body PCB 60 is connected with a lamp 30, a hopper 66, a coinsensor 67, a graphic board 68, the speaker 29, a bill validator 22, aticket printer 35, a card reader 36, a key switch 38S, and a datadisplayer 37.

The lamp 30 is turned on/off on the basis of a control signal from themain CPU 41.

The hopper 66 is mounted in the cabinet 11 and pays out a predeterminednumber of coins from a coin outlet 19 to the coin tray 18, based on acontrol signal from the main CPU 41. The coin sensor 67 is providedinside the coin outlet 19, and outputs a signal to be input to the mainCPU 41 upon sensing that a predetermined number of coins have beendelivered from the coin outlet 19.

The graphic board 68 controls image displaying of upper image displaypanel 33 and the lower image display panel 16, based on a control signalfrom the main CPU 41. Further, the graphic board 68 is provided with aVDP (Video Display Processor) for generating image data on the basis ofa control signal from the main CPU 41, a video RAM for temporarilystoring the image data generated by the VDP, or the like. Note thatimage data used at the time of generating the image data by the VDP isin a game program which is read out from the memory card 53 and storedin the RAM 43.

The bill validator 22 reads an image on the bill and takes only thoserecognized as to be genuine into the cabinet 11. When taking in agenuine bill, the bill validator 22 outputs an input signal indicatingthe value of the bill to the main CPU 41. The main CPU 41 stores intothe RAM 43 a credit-value corresponding to the value of the billindicated by the signal.

The ticket printer 35 prints a barcode on to a ticket to issue a ticket39 having the barcode. The barcode contains encoded data such ascredit-value stored in the RAM 43, date and time, identification numberof the gaming terminal 10, or the like, based on a control signal fromthe main CPU 41.

The card reader 36 reads out data from the smart card and transmits thedata to the main CPU 41. Further, the card reader 36 writes data intothe smart card based on the control signal output from the main CPU 41.The key switch 38S is mounted to the keypad 38, and outputs a signal tothe main CPU 41 in response to an operation of the keypad 38 by theplayer. The data displayer 37 displays, based on a control signal fromthe main CPU 41, the data read by the card reader 36 or the data inputby the player through the keypad 38.

The door PCB 80 is connected to a control panel 20, a reverter 21S, acoin counter 21C, and a cold cathode tube 81. The control panel 20 isprovided with: a spin switch 23S associated with the spin button 23; achange switch 24S associated with the change button 24; a cashout switch25S associated with the cashout button 25; a 1-BET button switch 26Sassociated with the 1-BET button 26; and a maximum BET switch 27Sassociated with the maximum BET button 27. Each of the switches 23S to27S outputs an input signal to the main CPU 41, when a player pressesthe associated button.

The coin counter 21C is provided within the coin insertion slot 21, andidentifies whether the coin inserted into the coin insertion slot 12 bythe player is genuine. A coin except the genuine coin is discharged fromthe coin outlet 19. In addition, the coin counter 21C outputs an inputsignal to the main CPU 41 upon detection of a genuine coin.

The reverter 21S is operated on the basis of the control signal outputfrom the main CPU 41 and distributes a coin, which is recognized as agenuine coin by the coin counter 21C, to a not-illustrated cash box orhopper 66 mounted in the gaming terminal 10. In other words, when thehopper 66 is full of the coins, the genuine coin is distributed into thecash box by the reverter 21S. On the other hand, when the hopper 66 isnot yet full with the coins, the genuine coin is distributed into thehopper 66. The cold cathode tube 81 functions as a backlight mounted torear sides of the lower image display panel 16 and the upper imagedisplay panel 33. This cold cathode tube 81 turns on according to acontrol signal from the main CPU 41.

(Electrical Structure of Center Control Unit 200)

FIG. 11 is a block diagram showing the electrical structure of thecenter control unit 200. Disposed in the center control unit 200 is acontrol unit As illustrated in FIG. 11, the control unit includes amotherboard 240, a gaming board 250, an actuator, or the like.

The gaming board 250 is provided with a CPU 251, a ROM 255, a boot ROM252, a card slot 253S corresponding to a memory card 253, and an ICsocket 254S corresponding to a GAL 254. The CPU 251, the ROM 255, andthe boot ROM 252 are connected to one another through an internal bus.

The memory card 253 stores therein a game program, a game systemprogram, and various types of data for use in the game program and thegame system program. Specifically, the memory card 253 stores data suchas a program for managing each gaming terminal 10 and a program forrunning a JP game. Such programs and data are transmitted to themotherboard 240 at the time of boot of the center control unit 200,running of a program, and so forth.

Each of the game program includes a program related to the progress ofthe JP game. Each of the game programs also includes image data andaudio data output during the JP game.

The gaming board 250 has, as illustrated in FIG. 11, a similar structureto the gaming board 50 of the gaming terminal 10, and hence a furtherexplanation of the structure is not given.

The motherboard 240 includes a main CPU 241, a ROM 242, a RAM 243, and acommunication interface 244.

The main CPU 41 has at least one of the functions of a terminalcontroller 100 controlling the entire gaming machine 1, and the main CPU41 controls a center control unit 200. The RON 242 stores a program runby the main CPU 241, and permanently-used data. The RAN 243 stores dataor a program used for the main CPU 241 to perform a process. Thecommunication interface 244 communicates with the gaming terminals 10through a communication line.

The ROM 242 also stores a program which extracts random numericalvalues. The random numerical value extraction program is run by the mainCPU 41. In the present embodiment, random numerical value sampling iscarried out by a program. The present invention however is not limitedto this arrangement. For example, the present invention may bestructured to include a random number generating circuit which generatesa predetermined range of random numerical values and a sampling circuitwhich samples a random numerical value from the values generated by therandom number generating circuit.

In addition, the RAM243 stores progressive values accumulativelysupplied from each gaming terminal 10. The progressive values are usedas the source of payout when jackpot is met in a JP game. The RAM243also stores the timing of the next JP game, which is determined when thecurrent JP game finishes.

The center control unit 200 includes, as main actuators, a graphic board268, a drive motor 270, and a clock IC 280.

The graphic board 268 has the same structure as that of the graphicboard 68, except in that the graphic board 268 controls image displayingof the shared display 203 based on a control signal from the main CPU241.

The drive motor 270 is a stepping motor and is connected to a not-showndrive wheel. The drive motor 270 is driven by a control signal from themain CPU 241, and rotates the drive wheel to move the shared display203.

The clock IC 280 functions as the timer 228 of the present invention.The clock IC 280 is structured to output data of current time inresponse to a request from the main CPU 241. For example, the clock IC28 maybe constituted by an oscillating circuit, a frequency divider, orthe like, or may be structured to include software or the like.

The center control unit 200 further includes a power unit 245. The powerunit 245 serves as a power source for supplying power to the motherboard240.

(JP Chance Data Table)

Referring to FIG. 12, a JP chance data table is described. The JP chancedata table is stored in the RAM 243 of the center control unit 200. TheJP chance data table has a JP chance award timing list and a JP chancenumber list. The JP chance number list has gaming terminal ID fields(fields A to D). The JP chance award timing list stores time at which aJP chance is awarded to a player in a chance game at each gamingterminal 10. The JP chance number list stores for each gaming terminalID the number of obtained JP chances. In other words, the JP chance datatable is arranged such that the number of JP chances that a gamingterminal 10 has obtained is stored in association with the time at whichthe JP chance is obtained and the gaming terminal ID of that gamingterminal 10.

Specifically, when a player at the gaming terminal 10 with the gamingterminal ID “A” is awarded a JP chance in a chance game, the gamingterminal 10 transmits a JP chance signal to the center control unit 200.This JP chance signal includes gaming terminal ID information indicating“A” and JP chance number information indicating the number of awarded JPchances. Receiving the JP chance signal, the center control unit 200increases, in the JP chance data table, the JP chance number associatedwith the gaming terminal ID along with the time at which the JP chancewas obtained.

In a JP game run by the center control unit 200, when the gamingterminals 10 participate in the JP game, the JP chance numbercorresponding to each of the participating gaming terminals 10 isdecremented in the JP chance data table, each time whether jackpot ismet or not is determined.

Now, the following will specifically describe the data operation of theJP chance data table by the center control unit 200. When a JP game isrun, the JP chance award timing list is searched for a cell storing theearliest time. For the gaming terminal 10 having obtained the number ofJP chances corresponding to the time thus found, there is determinedwhether or not a jackpot is met. The number of JP chances is reduced by1 each time the determination of whether to meet a jackpot is performed.The determination of whether to meet a jackpot is repeated until thenumber of JP chances becomes 0. When the aforesaid number of JP chancesbecomes 0, the JP chance award timing list is searched for the secondearliest time, and the data operation above is repeated.

The order in which the gaming terminals 10 participate in the JP game isdetermined based on the observation that in which gaming terminal IDfield of the JP chance number list in the JP chance data table the JPchance number is stored. The order of participation of the gamingterminals 10 in the JP game is temporarily stored in the RAM 243 and isreferred to when the pointer images 167 are arranged.

(Operation of Gaming Machine 1: Boot Process)

The following describes a boot process routine which takes place in thegaming machine 1. Upon powering on the gaming machine 1, the motherboard240 and gaming board 250 in the center control unit 200, and themotherboard 40 and the gaming board 50 in the gaming terminal 10 executethe boot process routine illustrated in FIG. 13. The memory cards 53 and263 are assumed to be inserted into the card slots 53S and 253S of thegaming boards 50 and 250, respectively. Further, the GALs 54 and 254 areassumed to be attached to the IC sockets 54S and 254S, respectively.

First, turning on the power switch of (powering on) the power units 45and 245 boots the motherboards 40 and 240 and the gaming boards 50 and250. Booting the motherboards 40 and 240 and the gaming boards 50 and250 starts separate processes in parallel. Specifically, in the gamingboards 50 and 250,the CPUs 51 and 251 read out preliminaryauthentication programs stored in the boot ROMs 52 and 252,respectively. Then, preliminary authentication is performed according tothe read out programs so as to confirm and authenticate that nomodification is made to authentication programs, before reading them inthe motherboards 40 and 240, respectively (S1). Meanwhile, the main CPUs41 and 241 of the motherboards 40 and 240 run BIOS stored in the ROMs 42and 242 to load into the RAMs 43 and 243 compressed data built in theBIOS, respectively (S2). Then, the main CPUs 41 and 241 run a procedureof the BIOS according to the data loaded into the RAMs 43 and 243 so asto diagnose and initialize various peripheral devices (S3).

The main CPUs 41 and 241, which are respectively connected to the ROMs55 and 255 of the gaming boards 50 and 250 via PCI buses, read outauthentication programs stored in the ROMs 55 and 255 and store them inthe RAMs 43 and 243 (S4). During this step, the main CPUs 41 and 241each derives a checksum through ADDSUM method (a standard checkfunction) which is adopted in a standard BIOS, and store theauthentication programs into RAMs 43 and 243 while confirming if theoperation of storing is carried out without an error.

Next, the main CPUs 41 and 241 each checks what connects to the IDE bus.Then, the main CPUs 41 and 241 access, via the IDE buses, to the memorycards 53 and 253 inserted into the card slots 53S and 253S, and read outgame programs and game system programs from the memory cards 53 and 253,respectively. In this case, the CPUs 41 and 241 each reads out fourbytes of data constituting the game program and the game system programat one time. Next, the CPUs 41 and 241 authenticate the game program andthe game system program read out to confirm and prove that theseprograms are not modified, in accordance with the authenticationprograms stored in the RAMs 43 and 243 (S5).

When the authentication properly ends, the main CPUs 41 and 241 writeand store the authenticated game programs and game system programs inRAMs 43 and 243 (S6).

Next, the main CPUs 41 and 241 access, via the PCI buses, to the GALs 54and 254 attached to the IC socket 54S•254S, and read out payout ratesetting data from the GALs 54 and 254, respectively. The payout ratesetting data read out is then written and stored in the RAMs 43 and 243(S7).

Next, the main CPUs 41 and 241 read out, via the PCI buses, countryidentification information stored in the ROMs 55 and 255 of the gamingboards 50 and 255, respectively. The country identification informationread out is then stored in the RAMs 43 and 243 (S8).

After this, the main CPUs 41 and 241 each performs an initial process ofFIG. 14.

(Operation of Gaming Machine 1: Initial Process)

The following describes an initial process which takes place in thegaming machine 1. After the execution of the boot process shown in FIG.13, the center control unit 200 reads out from the RAM 243 and executesa center side initial setting routine shown in FIG. 14. Meanwhile, afterthe execution of the boot process shown in FIG. 13, the gaming terminal10 reads out from the RAM 43 a terminal side initial setting routineillustrated in FIG. 14 and executes the routine. The center side andterminal side initial setting routines are executed in parallel.

First, the main CPU 41 of the gaming terminal 10 checks operations of awork memory such as RAM 43 (A1). Then, the main CPU 41 determines if allthe check results are normal (A2). If the main CPU 41 determines thatthe check results contain an error (A2: NO), an error signal is suppliedto the center control unit 200 (A3). Further, the error is notified inthe form of illuminating the lamp 30 or the like (A4), and then theroutine is ended.

On the other hand, if the main CPU 41 determines that the check resultsare all normal (A2:YES), the main CPU 41 checks operations of varioussensors (A8). Then, the main CPU 41 determines if all the check resultsare normal (A6). If the main CPU 41 determines the check results containan error (A6: NO), the main CPU 41 executes A3.

On the other hand in A6, if the main CPU 41 determines that the checkresults are all normal (A6:YES), the main CPU 41 checks operations ofvarious drive mechanisms (A7). Then, the main CPU 41 determines if allthe check results are normal (A8). If the main CPU 41 determines thecheck results contain an error (A8: NO), the main CPU 241 executes A3.

On the other hand in A8, if the main CPU 41 determines that the checkresults are all normal (A8: YES), the main CPU 41 checks operations ofvarious illuminations (A9). Then, the main CPU 41 determines if all thecheck results are normal (A10). If the main CPU 41 determines the checkresults contain an error (A10: NO), the main CPU 41 executes A3.

After the checking operations through the steps A1 to A10 for checkingoperations of various functions, if the main CPU 41 determines that thecheck results are all normal (A10: YES), the main CPU 41 outputs aninitial setting signal to the center control unit 200 (A11). Thereafterthe process waits for the supply of an initial setting signal from thecenter control unit 200 (A12, A13: NO).

Then the main CPU 241 of the center control unit 200 receives a signalfrom each gaming terminal 10 (B1). Then, the main CPU 241 determineswhether a signal received is an error signal (B2). If the main CPU 241determines that the signal is an error signal (B2: YES), the main CPU241 outputs the error signal to a server of a not-illustrated hostcomputer or the like (B3) to report the error (B4), and ends theroutine.

On the other hand in B2, if the main CPU 241 determines that the signalis not an error signal (B2:NO), the main CPU 241 determines whether apredetermined time (check time) has elapsed from the time of powering on(B5). If the main CPU 241 determines that the check time has elapsed(B5: YES), B3 is executed. On the other hand, if the main CPU 241determines that the check time has not yet elapsed (B5:NO), it isdetermined whether an initial setting signal is received from each ofthe gaming terminals 10 (B6). If the main CPU 241 determines that aninitial setting signal from any one of the gaming terminals 10 is notreceived (B6: NO), the process returns to B1.

On the other hand, if the main CPU 241 determines that initial settingsignals from all the gaming terminals 10 are received (B6: YES), themain CPU 241 checks operations of work memory such as the RAM 243 (B7).Then, the main CPU 241 determines whether all the check results arenormal (B8). If the main CPU 241 determines the check results contain anerror (B8: NO), the main CPU 241 executes B3.

On the other hand, if the main CPU 241 determines that the check resultsare all normal (B8:YES), the main CPU 241 checks operations of varioussensors (B9). Then, the main CPU 241 determines whether all the checkresults are normal (B10). If the main CPU 241 determines the checkresults contain an error (B10: NO), the main CPU 241 executes B3.

On the other hand in B10, if the main CPU 241 determines that the checkresults are all normal (B10:YES), the main CPU 241 checks operations ofvarious driving mechanisms (B11). Then, the main CPU 241 determineswhether all the check results are normal (B12). If the main CPU 241determines the check results contain an error (B12: NO), the main CPU241 executes B3.

On the other hand in B12, if the main CPU 241 determines that the checkresults are all normal (B12: YES), the main CPU 241 checks operations ofvarious illuminations (B13). Then, the main CPU 241 determines whetherall the check results are normal (B14). If the main CPU 241 determinesthe check results contain an error (B14: NO), the main CPU 241 executesB3.

After the checking operations through the steps B7 to B14, if the mainCPU 241 determines in B14 that all the check results are normal (B14:YES), the main CPU 241 outputs an initial setting signal to all thegaming terminals 10 (B15), and causes the shared display 203 to displaya demo-screen (B16). Then, the main CPU 241 ends the routine.

In A12, the main CPU 41 of each of the gaming terminals 10 determinesthat an initial setting signal is received from the center control unit200 (A13: YES), and causes the terminal display 101 to display ademo-screen (A14). The main CPU 41 then ends the routine.

(Operation of Gaming Terminal 10: Game Running Process Routine)

After the terminal side initial setting routine of FIG. 14, the main CPU41 of the gaming terminal 10 performs a game running process routine ofFIG. 15. Through this game running process routine, a game is run.

As illustrated in FIG. 15, in the game running process routine, whetheror not a JP game start signal is received from the center control unit200 is determined (C1). In C1, if it is determined that no JP game startsignal is received (Cl:NO), whether a coin is bet or not is determined(C2). In this step, it is determined whether a signal from the 1-BETswitch 26S entered by pressing of the 1-BET button 26 is received.Meanwhile, it is determined whether a signal from the maximum BET switch27S entered by pressing of the maximum BET button 27 is received. If nocoin is BET (C2: NO), C2 is repeated until a coin is bet.

On the other hand, if a coin is bet (C2: YES), the credit-value storedin the RAM 43 is reduced according to the number of coins bet (C3). Whenthe number of coins bet surpasses the credit value stored in the RAM 43,the process goes to a later-detailed step C4 without the reduction ofthe credit-value. When the number of coins bet exceeds the maximumnumber of coins bettable in one game (50 pieces in this embodiment), theprocess goes to a later-detailed step C4 without the reduction of thecredit-value.

Then, it is determined whether a spin button 23 is pressed or not (C4).If the spin button 23 is not pressed (C4: NO), the process returns toC2. Here, if the spin button 23 is not pressed (for example, the spinbutton 23 is not pressed but a command to end the game is input), thereduction of the credit value in C3 is canceled.

On the other hand, when the spin button 23 is pressed (C4: YES), aprogressive transmission process is executed (C5). In other words, aprogressive signal indicating a part of the betted progressive value istransmitted to the center control unit 200.

Next executed is a base symbol determining process (C6). That is, thestop symbol determining program stored in the RAM 43 is run to determinebase symbols 180 to be stopped in the matrix 156. This determines acombination of base symbols to be stopped in the matrix 156.

Next executed is a JP symbol determining process (C7). That is, the stopsymbol determining program stored in the RAM 43 is run to determine JPsymbols 180J to be stopped in the matrix 156. Through this step isdetermined a combination of JP symbols to be stopped in the matrix 156.

Then, the scrolling process is executed to scroll base symbols 180 andJP symbols 180J at the same time, on the terminal display 101 (C8). Thescrolling process is a process in which the base symbols 180 and the JPsymbols 180J respectively determined in C6 and C7 are stopped(rearranged) in the matrix 156 after scrolling of symbols 180 and JPsymbols 180J in an upward/downward direction.

Then whether to award a JP chance is determined by determining whether apredetermined number or more of JP symbols 180J are rearranged on thematrix 156 (C9). If it is determined that no JP chance is awarded(C9:NO), there is determined whether a payout is awarded as a result ofthe base game by determining whether a winning combination is achievedby the base symbols 180 rearranged on the matrix 156 (C12).

In the meanwhile, if it is determined in C9 that a JP chance is awarded(C9:YES), a JP chance signal including the number of JP chances and thegaming terminal ID of the gaming terminal 10 is transmitted to thecenter control unit 200 (C10). After C10, the number of JP chances isaccumulatively stored in the RAM 43 (C11). In this step, the accumulatedtotal number of the JP chances is displayed in the JP chance displayarea 160 of the lower image display panel 16.

Subsequently, if it has been determined in C12 that there is payout as aresult of the base game (C12:YES), an amount of payout is determinedbased on the rearranged base symbols 180 (C13). After the payout isdetermined, a pay out process is executed (C14). On the other hand inC12, if it is determined that there is no payout as a result of the basegame (C12: NO), this routine is ended.

On the other hand, if in Cl a JP game start signal has been receivedfrom the center control unit 200 (C1: YES), an effect image regardingthe JP game is displayed on the lower image display panel 16 (C15)Specifically, the character image 162 shown in the lower part of FIG. 4is displayed.

Then it is determined whether a gaming terminal determine signal isreceived from the center control unit 200 (C155). The gaming terminaldetermine signal notifies a gaming terminal 10 of its turn to receivethe determination of whether a jackpot is met in a JP game. If no gamingterminal determine signal has been received (C1155: NO), the process ofthe step C155 is repeated. When the gaming terminal determine signal hasbeen received (C155:YES), a comment image 163 is displayed (C156).Specifically, the comment image 163 shown on the gaming terminal 10 b inthe lower part of FIG. 4 is displayed in the vicinity of the characterimage 162.

When a JP game is started in this way, a player is on standby while acharacter image 162 is displayed, and he/she recognizes that his/herturn in a JP game has come when a comment image 163 is displayed in thevicinity of the character image 162.

After an effect image regarding the JP game is displayed on the lowerimage display panel 16 in C156, there is determined whether a JP gamepayout signal is received from the center control unit 200 (C16). If itis determined that no JP game payout signal is received (C16:NO), thereis determined whether a JP game end signal is received from the centercontrol unit 200 (C18).

On the other hand, if it is determined that a JP game payout signal isreceived from the center control unit 200 in C16 (C16:YES), a JP payoutprocess is executed based on the JP game payout signal (C17).Specifically, the JP payout process is carried out in such a way that,as shown in the lower part of FIG. 5, a character image 162 and a payoutimage 164 are displayed and a payout is awarded. C18 is executedthereafter.

If it is determined that no JP game end signal is received (C18:NO), aJP game end signal is waited (C18).

On the other hand, if it is determined in C18 that a JP game end signalis received from the center control unit 200 (C18:YES), the number of JPchances stored in the RAM 43 is set at an initial value (C19). In thisstep, the number of JP chances displayed on the JP chance display area160 of the lower image display panel 16 is also set at the initialvalue. This routine ends thereafter.

(Operation of Center Control Unit 200: Progressive Add Process Routine)

FIG. 16 shows a progressive add process routine in the center controlunit 200. When the progressive add process routine is executed, the mainCPU 241 of the center control unit 200 determines whether a progressivesignal is received from a gaming terminal 10 (D1). If the center controlunit 200 determines that no progressive signal is received (D1:NO), thecenter control unit 200 waits for a progressive signal (D1).

On the other hand, if the center control unit 200 determines in D1 thata progressive signal is received from a gaming terminal 10 (D1:YES), thecenter control unit 200 accumulatively stores a progressive valueindicated by the progressive signal in the RAM 243 (D2). This routineends thereafter.

(Operation of Center Control Unit 200: JP Chance Addition ProcessRoutine)

FIG. 17 shows a JP chance add process routine in the center control unit200. When the JP chance add process routine is executed, the main CPU241 of the center control unit 200 determines whether a JP chance signalis received from a gaming terminal 10 (E1). If the center control unit200 determines that no JP chance signal is received (E1: NO), the centercontrol unit 200 waits for the JP chance signal (E1).

On the other hand, if it is determined in E1 that a JP chance signal hasbeen received from a gaming terminal 10 (E1:YES), the gaming terminal IDof the gaming terminal 10 which has transmitted the signal is specifiedwith reference to the JP chance signal (E2). Then a time measuringprocess is carried out. Specifically, the clock IC 280 outputs currenttime to the main CPU 241, in response to a request from the main CPU241. Then, the “gaming terminal ID” specified in E2, the “current time”specified in E3, and the “number of JP chances” which is based on the JPchance signal are associated with one another, and the associated setsof data are stored and updated in the JP chance data table of the RAM243 (E4). This routine ends thereafter.

(Operation of Center Control Unit 200: JP Game Running Process Routine)

FIG. 18 shows a JP game running process routine in the center controlunit 200. When the JP game running process routine is executed, thecenter control unit 200 determines whether a JP game starting time hascome (F1). If the center control unit 200 determines the JP gamestarting time has not come (F1:NO), the JP game starting time is waited(F1).

On the other hand in F1, if the center control unit 200 determines theJP game starting time has come (F1:YES), the center control unit 200determines if there is a gaming terminal 10 to participate in the JPgame, by referring to the JP chance data table stored in RAM 243 (F2).If it is determined that no gaming terminal 10 participates (F2:NO), theroutine is ended.

On the other hand in F2, if there is a gaming terminal 10 to participatein the JP game (F2:YES), the center control unit 200 specifies thegaming terminal ID of that gaming terminal 10 (F3). Specifically, the JPchance data table of the RAM 243 is searched for so that whether thenumber of JP chances is stored in each gaming terminal ID field of theJP chance number list is checked, with the result that a gaming terminalID for which the number of JP chances has been stored is specified.Thereafter, a JP game start signal is transmitted to the gaming terminal10 corresponding to the gaming terminal ID specified in F4 (F4). Thenthe order in which the gaming terminals 10 participate in the JP game isdetermined based on the JP chance data table in the RAM 243 (F45). Theorder of participation of the gaming terminals 10 in the JP game isdetermined to correspond to the temporal order of obtaining JP chances.This order of participation is stored in the RAM 243. Thereafter the JPgame is started (F5). Specifically, as illustrated in the upper part ofFIG. 6, the pointer images 167 are arranged on the shared display inaccordance with the order of participation determined in F45, and thenthe pointer images 167 are scrolled on the shared display.

As a result of this the pointer image 167 corresponding to the gamingterminal 10 at which the player is playing the game is displayed on theshared display 203, and hence the player can recognize that he/she isparticipating in the JP game and can enjoy a new entertainmentcharacteristic of sharing a sense of participation with other players.

When the JP game starts in F5, selected is a gaming terminal 10 to besubjected to a process of determining whether or not a jackpot isawarded. (F6). Specifically, as discussed above, the order of gamingterminals 10 to be selected is determined with reference to the temporalorder of awarding JP chances in the JP chance data table shown in FIG.12. After the selection a gaming terminal determine signal istransmitted to the gaming terminal 10 thus selected. At the same time,the graphic board 268 is controlled so that the pointer image 167indicating the thus determined gaming terminal 10 reaches the line image165 on the shared display 203.

Then, a process of determining whether or not a jackpot is awarded isperformed with respect to a gaming terminal 10 with the gaming terminalID determined in F7 (F7). If it is determined that a jackpot is not made(F7:NO), the number of JP chances obtained by the gaming terminal 10with the determined gaming terminal ID, which number is stored in theRAM 243, is reduced by “1” (F11).

On the other hand, if in F7 it is determined that a jackpot is met(F7:YES), an amount of the payout of the JP game is determined (F8).After the process of F8, a JP game payout signal is transmitted to thegaming terminal 10 having the thus determined gaming terminal ID (F9).It is noted that the JP game payout signal includes the determinednumber of payout of the JP game.

Next, a progressive value corresponding to the number of payout of theJP game determined in F8 is subtracted from the accumulated progressivevalue in the RAM 243 (F10). After F10 is played F11.

After F11, there is determined whether JP chances of all the gamingterminals 10 stored in the RAM 243 are consumed (F12). If it isdetermined that there is a JP chance yet to be consumed (F12: NO), agaming terminal 10, for which whether jackpot is awarded is to bedetermined, is determined again (F6).

On the other hand, if it is determined in F12 that all JP chances areconsumed (F12:YES), a JP game end signal is transmitted to the gamingterminal 10 to which the JP game start signal have been transmitted(F13). This routine ends thereafter.

In this way, in the gaming machine 1 of the present embodiment,concurrently run are a base game offering a chance of winning a payoutaccording to a predetermined combination and a chance game offering achance of obtaining a JP chance which qualifies a player to join a JPgame offering a chance of winning a higher payout than the base game. Apayout is determined according to a result of the base game and awarded.In accordance with a result of the chance game, there is determinedwhether a JP chance is awarded. When a JP chance is awarded, the numberof awarded JP chances is stored in the RAM 243 in association with thetime of awarding the JP chance specified by the timer. The timing to runthe JP game is determined based on the timing to award the JP chance. Animage based on the timing to run the JP game is displayed on the shareddisplay 203. At the timing to run the JP game, the JP game is run inwhich a player participates by consuming a JP chance stored in the RAM243. A payout is determined according to a result of the JP game. Thedetermined payout of the JP game is awarded.

As a result an image based on a timing to run a JP game is displayed onthe shared display 203, and hence a player is able to grasp a timing ofa JP game which is configured to award a higher payout than a base game.As a result, a new entertainment characteristic is provided to a playerand a player is motivated to continue a game thanks to decreased stresson him/her.

In this way, in the gaming machine 1 of the present embodiment,concurrently run are a base game offering a chance of winning a payoutaccording to a predetermined combination and a chance game offering achance of obtaining a JP chance which qualifies a player to join a JPgame offering a chance of winning a higher payout than the base game. Apayout is determined according to a result of the base game and awarded.In accordance with a result of the chance game, there is determinedwhether a JP chance is awarded. When a JP chance is awarded, the numberof awarded JP chances is stored in the RAM 243 in association with thetiming of awarding the JP chance specified by the timer. A timing to runa JP game is determined in accordance with the timing to award the JPchance. A line image 165 displayed in a predetermined area and a pointerimage 167 which is displayed at a part corresponding to a timing to runa JP game and which moves toward the line image 165 are displayed on theshared display 203. When the pointer image 167 reaches the line image165, a JP game is run in which a player participates by consuming a JPchance stored in the RAM 243. A payout is determined according to aresult of the JP game. The determined payout of the JP game is awarded.

In this way, a timing to run a JP game is displayed as a pointer image167 on the shared display 203. This enables a player to visually andeasily grasp a timing of a JP game which offers a chance of obtaining ahigher payout than a base game, by a line image 165 and a pointer image167. As a result, a new entertainment characteristic is provided to aplayer and a player is motivated to continue a game thanks to decreasedstress on him/her.

In the gaming machine 1 of the present embodiment, concurrently run ineach gaming terminal 10 are a base game which is configured to award apayout according to a predetermined combination and a chance gameoffering a chance of obtaining a JP chance which qualifies a player tojoin a JP game offering a chance of winning a higher payout than thebase game. A payout is determined according to a result of the base gameand awarded. In accordance with a result of the chance game, there isdetermined whether a JP chance is awarded. When a JP chance is awarded,the number of awarded JP chances is stored in the RAM 243 for eachgaming terminal 10, in association with the time of awarding the JPchance specified by the timer. Based on a timing to award a JP chance,the order in which gaming terminals 10 participate in a JP game isdetermined. An image based on the order of participation of the gamingterminals 10 in the JP game is displayed on the shared display 203.Based on the order of participation in the JP game, the JP game is runin which a player participates by consuming a JP chance stored in theRAM 243. A payout is determined according to a result of the JP game.The determined payout of the JP game is awarded.

In this way the order in which gaming terminals 10 participate in a JPgame is displayed on the shared display 203. This enables a player tograsp when the gaming terminal 10 at which he/she is playing is allowedto participate in a JP game which offers a chance of obtaining a higherpayout than a base game. As a result, a new entertainment characteristicis provided to a player and a player is motivated to continue a gamethanks to decreased stress on him/her.

In the gaming machine 1 of the present embodiment, concurrently run ineach gaming terminal 10 are a base game which is configured to award apayout according to a predetermined combination and a chance gameoffering a chance of obtaining a JP chance which qualifies a player tojoin a JP game offering a chance of winning a higher payout than thebase game. A payout is determined according to a result of the base gameand awarded. In accordance with a result of the chance game, there isdetermined whether a JP chance is awarded. When a JP chance is awarded,the number of awarded JP chances is stored in the RAM 243 for eachgaming terminal 10, in association with the time of awarding the JPchance specified by the timer. Based on a timing to award a JP chance,the order in which gaming terminals 10 participate in a JP game isdetermined. A line image 165 displayed in a predetermined area andpointer images 167 which are arranged in the temporal order ofparticipating in a JP game, indicate the respective gaming terminals 10,and move towards the line image 165 are displayed on the shared display203. When a pointer image 167 reaches the line image 165, a JP game isrun in which a player participates by consuming a JP chance stored inthe RAM 243. A payout is determined according to a result of the JPgame. The determined payout of the JP game is awarded.

Because of the above, the order in which gaming terminals 10 participatein a JP game is displayed as pointer images 167 on the shared display203. This enables a player to visually and easily grasp, by a line image165 and a pointer image 167, when the gaming terminal 10 at which theplayer is playing participates in a JP game which offers a chance ofobtaining a higher payout than a base game. As a result, a newentertainment characteristic is provided to a player and a player ismotivated to continue a game thanks to decreased stress on him/her.

Note that this embodiment deals with a case where the JP game is run fora gaming terminal 10 having one or more JP chance; however, the presentinvention is not limited to this. For example, the JP game may be runfor a gaming terminal 10 having three or more JP chances

The detailed description of the present invention provided hereinabovemainly focused on characteristics thereof for the purpose of easierunderstanding; however, the scope of the present invention shall beconstrued as broadly as possible, encompassing various forms of otherpossible embodiments, and therefore the present invention shall not belimited to the above description. Further, the terms and phraseologyused in the present specification are adopted solely to provide specificillustration of the present invention, and in no case should the scopeof the present invention be limited by such terms and phraseology.Further, it will be obvious for those skilled in the art that the otherstructures, systems, methods or the like are possible, within the spiritof the invention described in the present specification. The descriptionof claims therefore shall encompass structures equivalent to the presentinvention, unless otherwise such structures are regarded as to departfrom the spirit and scope of the present invention. Further, theabstract is provided to allow, through a simple investigation, quickanalysis of the technical features and essences of the present inventionby an intellectual property office, a general public institution, or oneskilled in the art who is not fully familiarized with patent and legalor professional terminology. It is therefore not an intention of theabstract to limit the scope of the present invention which shall beconstrued on the basis of the description of the claims. To fullyunderstand the object and effects of the present invention, it isstrongly encouraged to sufficiently refer to disclosures of documentsalready made available. The scope of the detailed description aboveencompasses processes executed on a computer or a computer network.

The above descriptions and expressions are provided to allow the oneskilled in the art to most efficiently understand the present invention.A process performed in or by respective steps yielding one result orblocks with a predetermined processing function described in the presentspecification shall be understood as a process with noself-contradiction. Further, the electrical or magnetic signal istransmitted/received and written in the respective steps or blocks. Itshould be noted that such a signal is expressed in the form of bit,value, symbol, text, terms, number, or the like solely for the sake ofconvenience. Although the present specification occasionally personifiesthe processes performed in the steps or blocks, these processes areessentially executed by various devices. Further, the other structuresnecessary for the steps or blocks are obvious from the abovedescriptions.

1. A game device comprising: a base game offering a chance of winning apayout according to a predetermined combination; a special game offeringa chance of winning a higher payout than the base game; a chance gameoffering a chance of obtaining a chance flag which qualifies a player tojoin the special game; a timer which specifies a timing at which achance flag is awarded; a chance flag memory which stores the number ofawarded chance flags in association with the timing; a display whichdisplays an image based on the chance flag and the timing; and acontroller which is programmed to perform the steps of: (a1) running thebase game and the chance game at the same time; (a2) determining andawarding a payout according to a result of the base game; (a3)determining whether to award a chance flag according to a result of thechance game; (a4) if the chance flag is awarded, storing the number ofawarded chance flags in the chance flag memory, in association with atiming at which the chance flag is awarded, which is specified by thetimer; (a5) determining a timing to run the special game based on thetiming at which the chance flag is awarded; (a6) displaying on thedisplay an image based on the timing to run the special game; (a7) atthe timing to run the special game, running the special game in whichthe player participates by consuming the chance flag stored in thechance flag memory; (a8) determining a payout according to a result ofthe special game; and (a9) awarding the determined payout of the specialgame.
 2. A game device comprising: a base game offering a chance ofwinning a payout according to a predetermined combination; a specialgame offering a chance of winning a higher payout than the base game; achance game offering a chance of obtaining a chance flag which qualifiesa player to join the special game; a timer which specifies a timing atwhich a chance flag is awarded; a chance flag memory which stores thenumber of awarded chance flags in association with the timing; a displaywhich displays an image based on the chance flag and the timing; and acontroller which is programmed to perform the steps of: (b1) running thebase game and the chance game at the same time; (b2) determining andawarding a payout according to a result of the base game; (b3)determining whether to award a chance flag according to a result of thechance game; (b4) if the chance flag is awarded, storing the number ofawarded chance flags in the chance flag memory, in association with atiming at which the chance flag is awarded, which is specified by thetimer; (b5) determining a timing to run the special game based on thetiming at which the chance flag is awarded; (b6) displaying on thedisplay a line image arranged in a predetermined area and a pointerimage which is arranged at a part corresponding to the timing to run thespecial game and which moves toward the line image; (b7) in accordancewith a timing at which the pointer image reaches the line image, runningthe special game in which the player participates by consuming thechance flag stored in the chance flag memory; (b8) determining a payoutaccording to a result of the special game; and (b9) awarding thedetermined payout of the special game.
 3. A game device comprising:gaming terminals each capable of independently running a game; a basegame offering a chance of winning a payout according to a predeterminedcombination; a special game offering a chance of winning a higher payoutthan the base game, in which game the gaming terminals participate inturn; a chance game offering a chance of obtaining a chance flag whichqualifies a player to join the special game; a timer which specifies atiming at which the chance flag is awarded; a chance flag memory whichstores the number of awarded chance flags in association with thetiming; a display which displays an image based on the chance flag andthe timing; and a controller which is programmed to perform the stepsof: (c1) running the base game and the chance game at the same time ineach of the gaming terminals; (c2) determining and awarding a payoutaccording to a result of the base game; (c3) determining whether toaward a chance flag according to a result of the chance game; (c4) ifthe chance flag is awarded, storing the number of awarded chance flagsin the chance flag memory for each of the gaming terminals, inassociation with a timing at which the chance flag is awarded, which isspecified by the timer; (c5) determining the order in which the gamingterminals participate in the special game, based on the timing at whichthe chance flag is awarded; (c6) displaying on the display an imagebased on the order in which the gaming terminals participate in thespecial game (c7) based on the order of participation in the specialgame, running the special game in which the player participates byconsuming the chance flag stored in the chance flag memory; (c8)determining a payout according to a result of the special game; and (c9)awarding the determined payout of the special game.
 4. A game devicecomprising: gaming terminals each capable of independently running agame; a base game offering a chance of winning a payout according to apredetermined combination; a special game offering a chance of winning ahigher payout than the base game, in which game the gaming terminalsparticipate in turn; a chance game offering a chance of obtaining achance flag which qualifies a player to join the special game; a timerwhich specifies a timing at which the chance flag is awarded; a chanceflag memory which stores the number of awarded chance flags inassociation with the timing; a display which displays an image based onthe chance flag and the timing; and a controller which is programmed toperform the steps of: (d1) running the base game and the chance game atthe same time in each of the gaming terminals; (d2) determining andawarding a payout according to a result of the base game; (d3)determining whether to award a chance flag according to a result of thechance game; (d4) if the chance flag is awarded, storing the number ofawarded chance flags in the chance flag memory for each of the gamingterminals, in association with a timing at which the chance flag isawarded, which is specified by the timer; (d5) determining the order inwhich the gaming terminals participate in the special game, based on thetiming at which the chance flag is awarded; (d6) displaying on thedisplay a line image arranged in a predetermined area and pointer imageswhich indicate the respective gaming terminals, are arranged inaccordance with the order of participation in the special game, and movetoward the line image; (d7) in accordance with a timing at which one ofthe pointer images reaches the line image, running the special game inwhich the player participates by consuming the chance flag stored in thechance flag memory; (d8) determining a payout according to a result ofthe special game; and (d9) awarding the determined payout of the specialgame.
 5. A method of playing a gaming machine which comprises: a basegame offering a chance of winning a payout according to a predeterminedcombination; a special game offering a chance of winning a higher payoutthan the base game; a chance game offering a chance of obtaining achance flag which qualifies a player to join the bonus game; a timerwhich specifies a timing at which the chance flag is awarded; and achance flag memory which stores the number of awarded chance flags, themethod comprising the steps of: (e1) running the base game and thechance game at the same time; (e2) determining and awarding a payoutaccording to a result of the base game; (e3) determining whether toaward a chance flag according to a result of the chance game; (e4) ifthe chance flag is awarded, storing the number of awarded chance flagsin the chance flag memory, in association with a timing at which thechance flag is awarded, which is specified by the timer; (e5) based onthe timing at which the chance flag is awarded, determining a timing torun the special game; (e6) displaying on the display an image based onthe timing to run the special game; (e7) at the timing to run thespecial game, running the special game in which a player participates byconsuming the chance flag stored in the chance flag memory; (e8)determining a payout according to a result of the special game; and (e9)awarding the determined payout of the special game.